Mannbase 5CP
Current Version: RC2b
Latest update: 27/08/2023
If you'd like to contact me use discord: skaz
https://i.imgur.com/LpOZ7xL.jpg
All Downloads
Screenshots
Rollouts
Painting
Thanks:
Cuba for the blue side asteroid props
And everyone else that has given me the motivation to continue working on this. (u know who u r)
[u][b][h]Mannbase 5CP[/h][/b][/u]
[url=https://tf2maps.net/downloads/mannbase.8807/download]Current Version: RC2b[/url]
Latest update: 27/08/2023
If you'd like to contact me use discord: skaz
[img]https://i.imgur.com/LpOZ7xL.jpg[/img]
[url=https://tf2maps.net/downloads/mannbase.8807/history]All Downloads[/url]
[url=https://imgur.com/a/Hb8fBww]Screenshots[/url]
[url=https://www.youtube.com/playlist?list=PLM8soaR4C-gPU_6b3I9tz1aOJ2bdtPtV1]Rollouts[/url]
[url=https://www.reddit.com/r/tf2/comments/h83bku/my_friend_was_designing_a_spacethemed_6s_map_and/]Painting[/url]
Thanks:
Cuba for the [url=https://tf2maps.net/threads/i-made-rd_asteroid-blue-side-assets.40988/]blue side asteroid props[/url]
And everyone else that has given me the motivation to continue working on this. (u know who u r)
Crisp visual design wrapped in an outerspace theme with a clean gameplay loop, I especially adore the bright walls for easier target acqusition.
Looking forward to seeing where the map goes from here!
Crisp visual design wrapped in an outerspace theme with a clean gameplay loop, I especially adore the bright walls for easier target acqusition.
Looking forward to seeing where the map goes from here!
SellyCrisp visual design wrapped in an outerspace theme with a clean gameplay loop, I especially adore the bright walls for easier target acqusition.
Looking forward to seeing where the map goes from here!
Damn! Thanks for the encouragement :)
edit: it has come to my attention this man is a paid actor.
[quote=Selly]Crisp visual design wrapped in an outerspace theme with a clean gameplay loop, I especially adore the bright walls for easier target acqusition.
Looking forward to seeing where the map goes from here![/quote]
Damn! Thanks for the encouragement :)
edit: it has come to my attention this man is a paid actor.
I've been playing too much magic because my first thought was this being named "Mana Base"
Just uploaded a somewhat unfiltered blind runthrough with thoughts scattered throughout. It's a bit lengthy but overall I feel it's fine for such a wide open map, where normally a wide open map would have some issues.
https://www.twitch.tv/videos/591750467
TL;DW, add a dropdown to second from the lobby room between mid and 2nd, lower the height of the pallet in front of the door leading into lobby (from second, to allow soldiers to do a cool bomb I attempt), small clipping issues scattered throughout, add ammo packs to mid, maybe change the size or location of the mini pack behind the small houses on mid, make the clipping of the solar panels completely flush so soldiers don't accidentally shoot between the cracks, push the last point closer to the middle of the area, adjust the distance of the spawn doors accordingly.
I see a lot of potential for it in a pugtest. Sniper could be a little too strong on last defense.
I've been playing too much magic because my first thought was this being named "Mana Base"
Just uploaded a somewhat unfiltered blind runthrough with thoughts scattered throughout. It's a bit lengthy but overall I feel it's fine for such a wide open map, where normally a wide open map would have some issues.
https://www.twitch.tv/videos/591750467
TL;DW, add a dropdown to second from the lobby room between mid and 2nd, lower the height of the pallet in front of the door leading into lobby (from second, to allow soldiers to do a cool bomb I attempt), small clipping issues scattered throughout, add ammo packs to mid, maybe change the size or location of the mini pack behind the small houses on mid, make the clipping of the solar panels completely flush so soldiers don't accidentally shoot between the cracks, push the last point closer to the middle of the area, adjust the distance of the spawn doors accordingly.
I see a lot of potential for it in a pugtest. Sniper could be a little too strong on last defense.
rowrowfeedback
Thanks for the in depth feedback, very useful and reasonable :)
You're right the drop down would be very interesting but it did actually exist around a9 or a10 but was deemed too op for attackers. Will definitely reconsider.
[quote=rowrow]feedback[/quote]
Thanks for the in depth feedback, very useful and reasonable :)
You're right the drop down would be very interesting but it did actually exist around a9 or a10 but was deemed too op for attackers. Will definitely reconsider.
skazYou're right the drop down would be very interesting but it did actually exist around a9 or a10 but was deemed too op for attackers. Will definitely reconsider.
With the amount of ground needed to cover from that entrance, I didn't think it would be quite that powerful, but it definitely feels empty without it
[quote=skaz]You're right the drop down would be very interesting but it did actually exist around a9 or a10 but was deemed too op for attackers. Will definitely reconsider.[/quote]
With the amount of ground needed to cover from that entrance, I didn't think it would be quite that powerful, but it definitely feels empty without it
A13 Update
THE ASTEROIDS NOW ORBIT (thank you theatreTECHIE)
Middle
More ammo
Removed rock
Second
Entrance to flank
Added pack to floor
New shutter into second from quake room
Removed yellow barrel
Last
Point moved further from spawn
Closed sniper sight lines
Changed "dick"
Removed platform on right side of last
Shutter added to top left
Lobby
Added window to platform to help people leaving last
Other small clipping changes and detailing. I likely forgot a lot of stuff.
I would like to thank rowrow for their input on the map, was incredibly useful. Obv would like to thank the people pugging the map <3.
[u][b]A13 Update[/b][/u]
[url=https://www.youtube.com/watch?v=Zt5ATuiPpEs]THE ASTEROIDS NOW ORBIT (thank you theatreTECHIE)[/url]
[b]Middle[/b]
More ammo
Removed rock
[b]Second[/b]
Entrance to flank
Added pack to floor
New shutter into second from quake room
Removed yellow barrel
[b]Last[/b]
Point moved further from spawn
Closed sniper sight lines
Changed "dick"
Removed platform on right side of last
Shutter added to top left
[b]Lobby[/b]
Added window to platform to help people leaving last
Other small clipping changes and detailing. I likely forgot a lot of stuff.
I would like to thank rowrow for their input on the map, was incredibly useful. Obv would like to thank the people pugging the map <3.
where is the light coming from
where is the light coming from
A14 Update
All railings are now much lower and have no collision boxes. This was done to increase mobility.
Middle
· Door now pipe
· 2 new platforms on both side.
· Added small health pack
· Increased size of shack
· Added yellow barrels
· Removed solar panel
· Added new entrance
Quake room
· Changed glass to solid blue texture
· Remove one-way door
· Small entrance on the balcony blocked off
Choke
· New entrance to middle
· New barrels at wall outside of choke
Second
· Wall in corner changed to railing
· Wall outside choke now blocks sight lines due to new entrance to middle
· Added stairway to upper
· Spire is now round
· Forward spawn changed locations
· Added balcony for detailing purposes
Catwalk
· New detailing
Lobby
· All railings now much lower
Last
· Removed shutter
· Moved one of the spawn doors back and rotated
· Cleaned geometry
[u][b]A14 Update[/b][/u]
All railings are now much lower and have no collision boxes. This was done to increase mobility.
[b]Middle[/b]
· Door now pipe
· 2 new platforms on both side.
· Added small health pack
· Increased size of shack
· Added yellow barrels
· Removed solar panel
· Added new entrance
[b]Quake room[/b]
· Changed glass to solid blue texture
· Remove one-way door
· Small entrance on the balcony blocked off
[b]Choke[/b]
· New entrance to middle
· New barrels at wall outside of choke
[b]Second[/b]
· Wall in corner changed to railing
· Wall outside choke now blocks sight lines due to new entrance to middle
· Added stairway to upper
· Spire is now round
· Forward spawn changed locations
· Added balcony for detailing purposes
[b]Catwalk[/b]
· New detailing
[b]Lobby[/b]
· All railings now much lower
[b]Last[/b]
· Removed shutter
· Moved one of the spawn doors back and rotated
· Cleaned geometry
Second runthrough was short enough, everything genuinely feels ready and in place. There's some awkward clipping with the solar panels on mid, both the wall and a spot where you actually can stand for some reason (very finnicky). Last feels awkward to push from the right side, since the point is so far away, and it's a blind corner. Potential fixes there to make each entrance feel viable, and honestly it might be ready to roll to the next phase.
https://www.twitch.tv/videos/603842392
Second runthrough was short enough, everything genuinely feels ready and in place. There's some awkward clipping with the solar panels on mid, both the wall and a spot where you actually can stand for some reason (very finnicky). Last feels awkward to push from the right side, since the point is so far away, and it's a blind corner. Potential fixes there to make each entrance feel viable, and honestly it might be ready to roll to the next phase.
https://www.twitch.tv/videos/603842392
rowrowFeedback
Again thank you so much
b1 likely coming out in a few days with many visual and gameplay refinements
sneak peaks
Show Content
Show Content
[quote=rowrow]Feedback[/quote]
Again thank you so much
b1 likely coming out in a few days with many visual and gameplay refinements
sneak peaks
[spoiler][img]https://i.imgur.com/P8k4446.jpg[/img][/spoiler]
[spoiler][img]https://i.imgur.com/6K6SfrG.jpg[/img][/spoiler]
Welcome to beta!
Screenshots
These change logs are really low effort but the map has gone through many more changes. Also the map has been massively optimised.
Middle:
Improved clipping on solar panels
Second:
Alot
Staircases to spire changed
Detailing
Much easier to sack in second (hopefully)
Catwalk closed off
Main raised to help attackers into second out of last
Last:
Point centralised (ish)
More detailing
[u][b]Welcome to beta! [/b][/u]
[url=https://imgur.com/a/9rM2Mua]Screenshots[/url]
These change logs are really low effort but the map has gone through many more changes. Also the map has been massively optimised.
[b]Middle:[/b]
Improved clipping on solar panels
[b]Second:[/b]
Alot
Staircases to spire changed
Detailing
Much easier to sack in second (hopefully)
Catwalk closed off
Main raised to help attackers into second out of last
[b]Last:[/b]
Point centralised (ish)
More detailing
B2
Not many changes
- Improved last
- Added ramp to perch on mid
[b][u]B2[/u]
Not many changes[/b]
- Improved last
- Added ramp to perch on mid
hello its me again posting again
ITS B3 TIME BABY
Tried to make soldier more fun on last
Middle
- New flank
Window Room
- Curved the window to feel less open
Last
- Changed right side (defenders pov)
dl
screens
hello its me again posting again
ITS B3 TIME BABY
Tried to make soldier more fun on last
[b]Middle[/b]
- New flank
[b]Window Room[/b]
- Curved the window to feel less open
[b]Last[/b]
- Changed right side (defenders pov)
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=23896]dl[/url]
[url=https://imgur.com/a/AQ1yutN]screens[/url]
"this has got to be a good idea"
it be'eth b4'eth time'eth
Screens
Download
Refinements and detailing
Most of this update is fixing issues that people had with b3a and adding in some extra stuff.
I am looking for feedback on the transition area from choke to second.
Detailing
• Added a dome to the map (modelled and textured by /dev/zero), may be disorientating/unpleasant but would like feedback on the theme.
• Changed sun
• Lighting improvements
Spawns
• Last spawns moved more to the right to help rolling out right side
• Middle forward spawns moved backwards to stop accidental opening of the door.
Middle
• Capture zone extends below the point
• Mini health pack on perch’s
• Shack and barrels have been moved to decrease the power of sightlines from the new room on middle.
Second
• Given attackers into second from quake room high ground
Last
• Flank side improved for holding
• Improved detailing
• Added catwalk on the wall above under
• Added window to lower
• Added high ground behind the point
• Increased height of wall flank side
• Added a platform on combo side
Middle Flank
• Added an open window that players can use to enter the new room. (Intended to help players to stop flanks)
• New raised platform for detailing/gameplay detailing.
Choke
• New raised platform intended to help pushes through choke, whether pushing into second or middle.
Quake Room
• Decreased the amount of doors into second to 2
• Made traversing the room easier
• Doors are larger to stop meds getting forced
Catwalk
• Added Jump pad modelled, animated, and textured by /dev/zero
• Moved health pack
Window Room
• Added second floor for detailing purposes, makes the room slightly (very slightly) more choke-ish
"this has got to be a good idea"
it be'eth b4'eth time'eth
[url=https://imgur.com/a/8JJ7fBb]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=24020]Download[/url]
Refinements and detailing
Most of this update is fixing issues that people had with b3a and adding in some extra stuff.
I am looking for feedback on the transition area from choke to second.
Detailing
• Added a dome to the map (modelled and textured by /dev/zero), may be disorientating/unpleasant but would like feedback on the theme.
• Changed sun
• Lighting improvements
Spawns
• Last spawns moved more to the right to help rolling out right side
• Middle forward spawns moved backwards to stop accidental opening of the door.
Middle
• Capture zone extends below the point
• Mini health pack on perch’s
• Shack and barrels have been moved to decrease the power of sightlines from the new room on middle.
Second
• Given attackers into second from quake room high ground
Last
• Flank side improved for holding
• Improved detailing
• Added catwalk on the wall above under
• Added window to lower
• Added high ground behind the point
• Increased height of wall flank side
• Added a platform on combo side
Middle Flank
• Added an open window that players can use to enter the new room. (Intended to help players to stop flanks)
• New raised platform for detailing/gameplay detailing.
Choke
• New raised platform intended to help pushes through choke, whether pushing into second or middle.
Quake Room
• Decreased the amount of doors into second to 2
• Made traversing the room easier
• Doors are larger to stop meds getting forced
Catwalk
• Added Jump pad modelled, animated, and textured by /dev/zero
• Moved health pack
Window Room
• Added second floor for detailing purposes, makes the room slightly (very slightly) more choke-ish
high five its b5
OOOOHHHH BOY
Reworked second and choke(ish)
also dome is gone :(
Show Content
Screens
Download
Middle:
• Clipping fixes
Second
• Its completely different
Last
• Clipping improvement
• Adjusted spawns
Window Room
• New height variations/details
high five its b5
OOOOHHHH BOY
Reworked second and choke(ish)
also dome is gone :(
[spoiler][img]https://i.imgur.com/2hPowBs.jpg[/img][/spoiler]
[url=https://imgur.com/a/eObkSW1]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=24231]Download[/url]
Middle:
• Clipping fixes
Second
• Its completely different
Last
• Clipping improvement
• Adjusted spawns
Window Room
• New height variations/details
like a b6 like a b6
its b6
Slight improvements to both flanks, second and middle.
Minor clipping and aesthetic changes.
Screens
Download
Middle:
• Stairs to the point closer to choke.
• The point is not as tall high.
Computer:
• Changed to a dropdown.
Quake:
• New room to help defenders.
Second:
• Adjusted slightly to make the point feel more comfortable.
like a b6 like a b6
its [b]b6[/b]
Slight improvements to both flanks, second and middle.
Minor clipping and aesthetic changes.
[url=https://imgur.com/a/vfoYgXi]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=24363]Download[/url]
Middle:
• Stairs to the point closer to choke.
• The point is not as tall high.
Computer:
• Changed to a dropdown.
Quake:
• New room to help defenders.
Second:
• Adjusted slightly to make the point feel more comfortable.
lemme swing past the b711
again its b7
Screens
Download
Middle:
• Reduced height of shack, and rotated orientation.
• Changed pack under the point to a medium.
Quake room:
• Windows blocked off, added window shutter.
Lobby:
• Made it easier to traverse
Last:
• Moved satellite away from the control point.
• Made right door larger
• Removed windows from shutter.
lemme swing past the b711
again its b7
[url=https://imgur.com/a/0SehH0A]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=24759]Download[/url]
Middle:
• Reduced height of shack, and rotated orientation.
• Changed pack under the point to a medium.
Quake room:
• Windows blocked off, added window shutter.
Lobby:
• Made it easier to traverse
Last:
• Moved satellite away from the control point.
• Made right door larger
• Removed windows from shutter.
Looks fun. Good luck with progressing it further.
Looks fun. Good luck with progressing it further.
get b8'd
this is an update
from b7
to b8
the map is now b8
Overall theme has been revamped, check the screen below.
Screens
Download
Middle:
• Changed shape of shack
• Increased size of displacement and the texture.
• General retexturing and detailing
Second:
• Revamped structure on second
• Move ramp at choke closer in order to improve rollout
Last:
• Aligned point better
• Cleaned up staircases
• Move position of shutter slightly
• Window revamped
• General detailing
IT:
• Revamped
Quake Room:
• Revamped (sorta)
Window Room:
• New route into second
get b8'd
this is an update
from b7
to b8
the map is now b8
Overall theme has been revamped, check the screen below.
[url=https://imgur.com/a/4KULkel]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=26339]Download[/url]
Middle:
• Changed shape of shack
• Increased size of displacement and the texture.
• General retexturing and detailing
Second:
• Revamped structure on second
• Move ramp at choke closer in order to improve rollout
Last:
• Aligned point better
• Cleaned up staircases
• Move position of shutter slightly
• Window revamped
• General detailing
IT:
• Revamped
Quake Room:
• Revamped (sorta)
Window Room:
• New route into second
Yo, b9 is here.
Expect b9a very soon with more small changes
Screens
Download
Changelog:
General:
Many fixes
Boxes
Middle:
· Added new terrain
· Moved boxes
· Added boxes
· More/diff lighting
Second:
· Basically the same
Last:
· Less sentry spots
· Spawn has been moved forward
Choke:
· New window into IT
IT:
· New window into choke (hopefully this fixes flanks)
Yo, b9 is here.
Expect b9a very soon with more small changes
[url=https://imgur.com/a/5byHlS3]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=26474]Download[/url]
Changelog:
General:
Many fixes
Boxes
Middle:
· Added new terrain
· Moved boxes
· Added boxes
· More/diff lighting
Second:
· Basically the same
Last:
· Less sentry spots
· Spawn has been moved forward
Choke:
· New window into IT
IT:
· New window into choke (hopefully this fixes flanks)
B10a
Wanted to try and hone-in on a visual style. Looks like I've figured it out.
Screens
Download
Middle:
• Cleaned up sign
Second:
• Removed Jump-pad
• Improved detailing on the spire
• Players can now climb their way into the window room
• Large OOB detail area added
Last:
• Visibility improvements
• Swamped fences for glass
• Raised OOB area slightly
Choke:
• New detailing
B10a
Wanted to try and hone-in on a visual style. Looks like I've figured it out.
[url=https://imgur.com/a/ylg7Iox]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=26618]Download[/url]
Middle:
• Cleaned up sign
Second:
• Removed Jump-pad
• Improved detailing on the spire
• Players can now climb their way into the window room
• Large OOB detail area added
Last:
• Visibility improvements
• Swamped fences for glass
• Raised OOB area slightly
Choke:
• New detailing
B11
Working on transitions and improving the midfight. Also improved the 2dskybox for those that turn it off.
I made a vid to show some rollout ideas: here
Screens
Download
Middle:
• Added ledge for soldiers to use
• Increased height of the wall to make high bombs easier.
• Change medium hp pack to small (not sure about this change)
• Removed sign
• Made the floor flatter
Second:
• A new balcony added intended to make the area feel a bit more "more". Often found capping the point and stopping the enemy team from entering from the lobby was quite awkward, hopefully, the balcony helps the area feel a bit more "controllable" for both teams.
Last:
• Changed left sign (defender persp) to improve the rollout and to make it feel better to play in
• Cleared up right side to improve sacs
• Moved under from left to right to also improve sacs (this also increases walk time from lower to lobby to make scouts a bit
less powerful when sacing into lobby from last)
Choke
• Removed doorway, intended to simplify the choke fight. Also will make it simpler to push middle. (might make it more difficult will be keeping a close eye on this)
Quake Room
• Moved the trigger for the window shutter further back to stop people from hiding up there
B11
Working on transitions and improving the midfight. Also improved the 2dskybox for those that turn it off.
I made a vid to show some rollout ideas: [url=https://www.youtube.com/watch?v=8QopqZGtR9U]here[/url]
[url=https://imgur.com/a/0qyGuyO]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=26719]Download
[/url]
Middle:
• Added ledge for soldiers to use
• Increased height of the wall to make high bombs easier.
• Change medium hp pack to small (not sure about this change)
• Removed sign
• Made the floor flatter
Second:
• A new balcony added intended to make the area feel a bit more "more". Often found capping the point and stopping the enemy team from entering from the lobby was quite awkward, hopefully, the balcony helps the area feel a bit more "controllable" for both teams.
Last:
• Changed left sign (defender persp) to improve the rollout and to make it feel better to play in
• Cleared up right side to improve sacs
• Moved under from left to right to also improve sacs (this also increases walk time from lower to lobby to make scouts a bit
less powerful when sacing into lobby from last)
Choke
• Removed doorway, intended to simplify the choke fight. Also will make it simpler to push middle. (might make it more difficult will be keeping a close eye on this)
Quake Room
• Moved the trigger for the window shutter further back to stop people from hiding up there
some more soldier rollouts here
+1 fun map <3
some more soldier rollouts [url=https://www.youtube.com/playlist?list=PLM8soaR4C-gPU_6b3I9tz1aOJ2bdtPtV1]here[/url]
+1 fun map <3
B12
I've had many people complain that the map feels quite large. I haven't actually compared the map to other 6s maps, however, I feel this is more a feeling of areas being large rather them actually being larger. So this update has mostly been a focus on second/choke. However, there are changes to other areas:
Screens
Download
Middle:
• Shacks size increased
• New ledge on the outside of quake room
Second:
• Moved health and ammo closer to choke
• Fortified the point
• Closed off sniper angles
Lobby:
• Opened up the high ground in lobby but cutting a platform out of the wall
Choke:
• Moved med hp/ammo
• Added back route, except in different spot and has a jump-pad
I'm hoping that these changes will make the choke fight and flank fight feel a bit more focused.
I'm also hoping that the choke gets reduced in size due to the change of placement of the medium hp pack and the placement of the jump pad.
B12
I've had many people complain that the map feels quite large. I haven't actually compared the map to other 6s maps, however, I feel this is more a feeling of areas being large rather them actually being larger. So this update has mostly been a focus on second/choke. However, there are changes to other areas:
[url=https://imgur.com/a/WZG9Q7Q]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase-alpha.8807/download?version=26784]Download
[/url]
Middle:
• Shacks size increased
• New ledge on the outside of quake room
Second:
• Moved health and ammo closer to choke
• Fortified the point
• Closed off sniper angles
Lobby:
• Opened up the high ground in lobby but cutting a platform out of the wall
Choke:
• Moved med hp/ammo
• Added back route, except in different spot and has a jump-pad
I'm hoping that these changes will make the choke fight and flank fight feel a bit more focused.
I'm also hoping that the choke gets reduced in size due to the change of placement of the medium hp pack and the placement of the jump pad.
glad to see the jump-pad is back ;D
mannbase deserves more attention, I'm loving b12b so far!
glad to see the jump-pad is back ;D
mannbase deserves more attention, I'm loving b12b so far!
_flacglad to see the jump-pad is back ;D
mannbase deserves more attention, I'm loving b12b so far!
Yeah, so I've been thinking about this a lil. I don't really mind so much that people aren't replying, I kinda understand why and I don't blame them. Community members putting their own time into a project that probably won't affect them is a bit of a rare gift for mappers. It's not like I believe I have the right to feedback, I don't.
The map is getting downloads on tf2maps.net and is being playtested fairly often, and afaik is being enjoyed by enough people that I feel I don't really need the feedback from TFTV users (Don't get me wrong, I'd fucking love some). I'm happy with the development and feedback it's getting, doesn't need to be from here. Despite the lack of attention it's getting on TFTV, I keep this thread updated in case there is a TFTV user that is watching this thread.
I have worried that posting updates is somewhat spammy but eh fuck it.
I'll keep updating it until I stop updating it.
[quote=_flac]glad to see the jump-pad is back ;D
mannbase deserves more attention, I'm loving b12b so far![/quote]
Yeah, so I've been thinking about this a lil. I don't really mind so much that people aren't replying, I kinda understand why and I don't blame them. Community members putting their own time into a project that probably won't affect them is a bit of a rare gift for mappers. It's not like I believe I have the right to feedback, I don't.
The map is getting downloads on tf2maps.net and is being playtested fairly often, and afaik is being enjoyed by enough people that I feel I don't really need the feedback from TFTV users (Don't get me wrong, I'd fucking love some). I'm happy with the development and feedback it's getting, doesn't need to be from here. Despite the lack of attention it's getting on TFTV, I keep this thread updated in case there is a TFTV user that is watching this thread.
I have worried that posting updates is somewhat spammy but eh fuck it.
I'll keep updating it until I stop updating it.
I think there are plenty more experienced players on TFTV than tf2maps. I wish more ppl on this site will give this map a look over. Im mostly replying to keep this thread active in hopes more ppl will get a chance to see it and give this map a chance. If anything, its to help others get exposure to new maps, not as much just for more feedback for you (tho im sure youd enjoy more from higher-level players ;p).
I think there are plenty more experienced players on TFTV than tf2maps. I wish more ppl on this site will give this map a look over. Im mostly replying to keep this thread active in hopes more ppl will get a chance to see it and give this map a chance. If anything, its to help others get exposure to new maps, not as much just for more feedback for you (tho im sure youd enjoy more from higher-level players ;p).