I want to try to make a map, I'm going to try making cp_turbine so that I don't have to worry about making a middle. but the biggest part is making the rest of the map. I would like to know what we like about what points on what maps we like, please format your response from the points you hypothetically have and what maps you like on when you have that point. So I would say:
1st point: <map>, <map>
2nd point: <map>, <map>
etc...
I don't want people to say what they like about the points that they specify, because a lot of the time I find that we really don't understand what we like ourselves. However if you think you can understand what you like please say so.
Thank you.
1st point: <map>, <map>
2nd point: <map>, <map>
etc...
I don't want people to say what they like about the points that they specify, because a lot of the time I find that we really don't understand what we like ourselves. However if you think you can understand what you like please say so.
Thank you.
I like flanking routes. Lots of flanking routes. Personally, I find those to be super amusing.
Consider designing good places to hold, spots where a soldier can easily jump to gain height advantage, plenty of double jumps for scouts, a few sticky trap spots.
More importantly, reasonable distances for forward spawns, and no insane sniper sight lines. I know it sounds very abstract, but those are some of the actual good things on a map.
More importantly, reasonable distances for forward spawns, and no insane sniper sight lines. I know it sounds very abstract, but those are some of the actual good things on a map.
I'm a fan of more open 2nd points, with lots of room for mid-air maneuvering.
Last should have a handful of tighter choke points, lots of places to stand around. A wall or pillar or something that works well for building as a soldier is nice too, not like (for example) the left side of gully last where I always end up using the glass around the point.
Flank routes shouldn't be so tight that they are a death trap if anybody sees you there.
Hi Mike.
Last should have a handful of tighter choke points, lots of places to stand around. A wall or pillar or something that works well for building as a soldier is nice too, not like (for example) the left side of gully last where I always end up using the glass around the point.
Flank routes shouldn't be so tight that they are a death trap if anybody sees you there.
Hi Mike.
taking general ideas from other maps we play is a good idea, but one mistake can cost the map its potential place in rotation.
fun middles with various ways of getting to it so that there can be a large variety of strats
tranchemusicI'm a fan of more open 2nd points, with lots of room for mid-air maneuvering.
agreed. i hate 2nd on maps like warmfront and granary because they feel almost claustrophobic.