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cp_edifice
91
#91
cp_sunshine, cp_cardinal
11 Frags +

So... after the recent runs that this map had in UGC I think it's time that I post something asking for honest, constructive, and real feedback from anyone who was on a team who scrimmed/played this map in a match. (Or even watched a match, do whatever you want.)

From what I gather, the map was either loathed or liked, some might have 'loved' it but I think that might have been the minority.

Whatever you might think, though, keep in mind that I am still working on this map and am quite willing to make changes (drastically, even) in order to improve the map.

Now go, provide me with your criticism of this map, provide explanation, words, videos, demos, stvs, screenshots, paint-overs, long-winded and one word sentences. Just be sure to give me your honest feedback on the map.
I don't feel like the map went over well for quite a few people and I want to know why.

And whatever you do, please, don't bash the map with no reason. I see some people saying that it's the worst map in UGC right now. I won't say that it isn't just yet but I need to have them provide some proof/reason so that the map can actually improve. If you think the map is bad just say it, I'm fine with that, but provide reasoning alongside it please.

Cheers,
Phi

So... after the recent runs that this map had in UGC I think it's time that I post something asking for honest, constructive, and real feedback from anyone who was on a team who scrimmed/played this map in a match. (Or even watched a match, do whatever you want.)

From what I gather, the map was either loathed or liked, some might have 'loved' it but I think that might have been the minority.

Whatever you might think, though, keep in mind that I am still working on this map and am quite willing to make changes (drastically, even) in order to improve the map.

Now go, provide me with your criticism of this map, provide explanation, words, videos, demos, stvs, screenshots, paint-overs, long-winded and one word sentences. Just be sure to give me your honest feedback on the map.
I don't feel like the map went over well for quite a few people and I want to know why.

And whatever you do, please, don't bash the map with no reason. I see some people saying that it's the worst map in UGC right now. I won't say that it isn't just yet but I need to have them provide some proof/reason so that the map can actually improve. If you think the map is bad just say it, I'm fine with that, but provide reasoning alongside it please.

Cheers,
Phi
92
#92
2 Frags +

http://www.youtube.com/watch?feature=player_detailpage&v=q63zjJJOHFc#t=204s

Not many videos of it that I can find, but for anyone lazy (read: me) here's someone scrimming it in 6s

e: jesus christ I just looked at the UGC forum for the first time in forever to see the feedback. all of these complaints are literally just "this map wants me to have team composition and I can't rdm to win, please go away"

please don't make changes based on low-level 6s players, get people on invite or intermediate or even a high-level open team

[youtube]http://www.youtube.com/watch?feature=player_detailpage&v=q63zjJJOHFc#t=204s[/youtube]

Not many videos of it that I can find, but for anyone lazy (read: me) here's someone scrimming it in 6s

e: jesus christ I just looked at the UGC forum for the first time in forever to see the feedback. all of these complaints are literally just "this map wants me to have team composition and I can't rdm to win, please go away"

please don't make changes based on low-level 6s players, get people on invite or intermediate or even a high-level open team
93
#93
1 Frags +
please don't make changes based on low-level 6s players, get people on invite or intermediate or even a high-level open team

qft

[quote]please don't make changes based on low-level 6s players, get people on invite or intermediate or even a high-level open team [/quote]

qft
94
#94
1 Frags +

after scrimming it for a few days and after my match i really liked it and the only complaint i had was the right side spawn for blu going to b. a sniper could sit up there with zero worry cause a scout can't jump up to it to pressure him. with that sightline the red team can't peek their right side of b at all and they can only stand behind the point to defend.

after scrimming it for a few days and after my match i really liked it and the only complaint i had was the right side spawn for blu going to b. a sniper could sit up there with zero worry cause a scout can't jump up to it to pressure him. with that sightline the red team can't peek their right side of b at all and they can only stand behind the point to defend.
95
#95
9 Frags +
PAPASTAINplease don't make changes based on low-level 6s players, get people on invite or intermediate or even a high-level open team

Where are all the people on invite, intermediate, and high level open teams lining up to try out custom maps?

[quote=PAPASTAIN]
please don't make changes based on low-level 6s players, get people on invite or intermediate or even a high-level open team[/quote]

Where are all the people on invite, intermediate, and high level open teams lining up to try out custom maps?
96
#96
2 Frags +

So from my experiences playing the map, my team found out pretty early on that the best way for us to defend was to have our pocket run perma heavy and hold with our medic in the ramp room that's in the middle of all three points with the medium health pack, while having two people on each point, rotating to the point that's being attacked when necessary. We never really tried anything else because this worked out extremely well and nobody could really come close to beating us. Even when holding C, having the combo stay in that room if they could was still the best way to hold while everyone else hangs back on or around C. Essentially, having control of that one room as either team gave you control over most of the map. Running engie seemed pretty pointless and any team that ran it against us never kept a gun up for very long so it seems that the map is very engie unfriendly, while being very friendly to heavies due to the small size and quick routes between all three points, even on offense running a heavy can be useful. I did kind of like the map, playing offense was fun as you had to make up your strats on the fly due to the many different defensive holds we had to play against, however I do feel like there is a *best* defensive strat already and my team more or less figured out what it was. If you want better feedback you should try and push to get higher level teams to play it during the off season, or at the very least try and get b4nny to run it in invite pugs.

Also those two metal barrels in front of point B can be shot through as if they aren't even there. Rockets, bullets, anything. Just goes right through them.

So from my experiences playing the map, my team found out pretty early on that the best way for us to defend was to have our pocket run perma heavy and hold with our medic in the ramp room that's in the middle of all three points with the medium health pack, while having two people on each point, rotating to the point that's being attacked when necessary. We never really tried anything else because this worked out extremely well and nobody could really come close to beating us. Even when holding C, having the combo stay in that room if they could was still the best way to hold while everyone else hangs back on or around C. Essentially, having control of that one room as either team gave you control over most of the map. Running engie seemed pretty pointless and any team that ran it against us never kept a gun up for very long so it seems that the map is very engie unfriendly, while being very friendly to heavies due to the small size and quick routes between all three points, even on offense running a heavy can be useful. I did kind of like the map, playing offense was fun as you had to make up your strats on the fly due to the many different defensive holds we had to play against, however I do feel like there is a *best* defensive strat already and my team more or less figured out what it was. If you want better feedback you should try and push to get higher level teams to play it during the off season, or at the very least try and get b4nny to run it in invite pugs.

Also those two metal barrels in front of point B can be shot through as if they aren't even there. Rockets, bullets, anything. Just goes right through them.
97
#97
2 Frags +

I like how the points are closer together than on GPit--it encourages ironman holds, which take more teamwork than the predominant GPit strat of just ignoring A and holding B. The points themselves are also more balanced, I especially like the design around B.

My biggest complaint has to be the Red spawn timers/cap time on C. It's possible to get a clean wipe on the enemy team in a push, but then they all get spawns before you can run up to the point and finish capturing it. There's also a few props (most notably the brick pile on point A) that allow you to hide invisible stickybombs inside them.

And I would imagine that a wrangled level 3 sentry on top of C's spire with support from the power classes would be an absolute bitch to kill, but I only played the map in 6v6 so I don't know for sure.

I like how the points are closer together than on GPit--it encourages ironman holds, which take more teamwork than the predominant GPit strat of just ignoring A and holding B. The points themselves are also more balanced, I especially like the design around B.

My biggest complaint has to be the Red spawn timers/cap time on C. It's possible to get a clean wipe on the enemy team in a push, but then they all get spawns before you can run up to the point and finish capturing it. There's also a few props (most notably the brick pile on point A) that allow you to hide invisible stickybombs inside them.

And I would imagine that a wrangled level 3 sentry on top of C's spire with support from the power classes would be an absolute bitch to kill, but I only played the map in 6v6 so I don't know for sure.
98
#98
cp_sunshine, cp_cardinal
5 Frags +

Hi again.

After the recent UGC season(s) that have played this map, I have gathered, disregarded, and contemplated many paragraphs of feedback.
I have no idea if it amounted to anything, though, so I decided to hold back an official rc1 release and instead release a "test" version.

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_test2.bsp.bz2

Basically, what's changed is:
- A was given a place to defend, where you can't get jumped on and has a decent amount of cover - through tests, this has proven to make the point more defensible and a more viable choice to defend first instead of B.
- B's right side (relative to BLU) was given a raise, which in turn made that area more useful, and which inadvertently made the point a little easier to attack (it seems).
- C got lowered by around 100 units, more or less.
- One of the flanks to C (left side relative to BLU) was removed
- Pretty much every little glitch from the old versions was fixed.\

(I don't have any screenshots at the moment. Sorry!)

I have only tested this a few times and I'd love if people could test it with pugs or official teams or whatnot - good feedback could make or break an rc1 release and pretty much will decide the future of the map. If I don't get much tests/feedback, well, the map is pretty much done for - as it was intended for comp; and without those types of tests, it will fall flat on its back.

(when testing, try to keep in mind/remind other players that the map is still in development. people tend to give different feedback depending on whether or not they think the map is being worked on anymore or not. Cheers.)

Hi again.

After the recent UGC season(s) that have played this map, I have gathered, disregarded, and contemplated many paragraphs of feedback.
I have no idea if it amounted to anything, though, so I decided to hold back an official rc1 release and instead release a "test" version.

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_test2.bsp.bz2

Basically, what's changed is:
- A was given a place to defend, where you can't get jumped on and has a decent amount of cover - through tests, this has proven to make the point more defensible and a more viable choice to defend first instead of B.
- B's right side (relative to BLU) was given a raise, which in turn made that area more useful, and which inadvertently made the point a little easier to attack (it seems).
- C got lowered by around 100 units, more or less.
- One of the flanks to C (left side relative to BLU) was removed
- Pretty much every little glitch from the old versions was fixed.\

(I don't have any screenshots at the moment. Sorry!)

I have only tested this a few times and I'd love if people could test it with pugs or official teams or whatnot - good feedback could make or break an rc1 release and pretty much will decide the future of the map. If I don't get much tests/feedback, well, the map is pretty much done for - as it was intended for comp; and without those types of tests, it will fall flat on its back.

(when testing, try to keep in mind/remind other players that the map is still in development. people tend to give different feedback depending on whether or not they think the map is being worked on anymore or not. Cheers.)
99
#99
cp_sunshine, cp_cardinal
1 Frags +

FYI: I'm updating this to RC1 over the weekend, no matter what happens. I'll be looking through all feedback over again and changing a lot of things to be much better, I'll be de-saturating the detail to make it easier on the eyes, and generally un-clutter it to make it the best it can be for RC1.

Any quick little tests, run-throughs, listen server screenshots and general feedback is well accepted. It won't change *too* much but pretty much every complaint that I've had will be addressed in some way or another. Cheers.

EDIT: apparently rc1 is a long ways away. whoops.
this is low priority right now, pretty much.

[s]FYI: I'm updating this to RC1 over the weekend, no matter what happens.[/s] I'll be looking through all feedback over again and changing a lot of things to be much better, I'll be de-saturating the detail to make it easier on the eyes, and generally un-clutter it to make it the best it can be for RC1.

Any quick little tests, run-throughs, listen server screenshots and general feedback is well accepted. It won't change *too* much but pretty much every complaint that I've had will be addressed in some way or another. Cheers.

EDIT: apparently rc1 is a long ways away. whoops.
this is low priority right now, pretty much.
100
#100
0 Frags +

Edifice is also in the map pool vote for ESEA S15 http://play.esea.net/index.php?s=poll&d=comments&id=919

Edifice is also in the map pool vote for ESEA S15 http://play.esea.net/index.php?s=poll&d=comments&id=919
101
#101
cp_sunshine, cp_cardinal
16 Frags +

It's been too long. Much too long! Since Sunshine RC6 is finally here and that map is nearly finished I thought I'd quickly push out an important polished update for this map.

Presenting,

cp_edifice_rc1

Dropbox download (don't use for high-volume traffic): https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_rc1.bsp.bz2

Screenshots:

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00003.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00005.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00006.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00007.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00008.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00009.jpg

It's been too long. Much too long! Since Sunshine RC6 is finally here and that map is nearly finished I thought I'd quickly push out an important polished update for this map.

Presenting,

[b]cp_edifice_rc1[/b]

Dropbox download (don't use for high-volume traffic): https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_rc1.bsp.bz2

Screenshots:
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00005.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00006.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00007.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00008.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00009.jpg[/img]
102
#102
9 Frags +

Your level of detail in every map excites me. It kind of reminds me of disney land :D

but seriously, just flying through looks great and I would love to see how it plays

Your level of detail in every map excites me. It kind of reminds me of disney land :D

but seriously, just flying through looks great and I would love to see how it plays
103
#103
3 Frags +

i love how u work on this for 2 years

big dedication

i love how u work on this for 2 years

big dedication
104
#104
4 Frags +

I played this map many seasons back in Steel for UGC, and it was very fun to abuse the defensive side with a combo Heavyweaponsguy, and the sightlines were really favorable with sniper. I'd love to give a look at the map, and iterate the problems I saw back then.

Honestly it was so much fun playing the map though. It looks great, it needs something though.

I played this map many seasons back in Steel for UGC, and it was very fun to abuse the defensive side with a combo Heavyweaponsguy, and the sightlines were really favorable with sniper. I'd love to give a look at the map, and iterate the problems I saw back then.

Honestly it was so much fun playing the map though. It looks great, it needs something though.
105
#105
1 Frags +

Let's get some pugs started on RC1.

Let's get some pugs started on RC1.
106
#106
4 Frags +

Edifice was always really fun but it was being made around the time everyone had a hate boner for gpit. Now that people want gpit back for some reason maybe they'll finally give this map the chance it deserves since imo it's more fun than gpit for competitive play.

Edifice was always really fun but it was being made around the time everyone had a hate boner for gpit. Now that people want gpit back for some reason maybe they'll finally give this map the chance it deserves since imo it's more fun than gpit for competitive play.
107
#107
2 Frags +

I liked edifice even though I was really bad when my team played it. I remember getting all giddy and excited because it was the only time i could gunboats pocket

I liked edifice even though I was really bad when my team played it. I remember getting all giddy and excited because it was the only time i could gunboats pocket
108
#108
cp_sunshine, cp_cardinal
7 Frags +

Edifice is up on the workshop, for everyone who wanted me to continue working on the map - this is a good sign for you.

http://steamcommunity.com/sharedfiles/filedetails/?id=454774252

People seem to like it more than I remember they did. Upvotes/favorites/subs are appreciated dearly. <3

Edifice is up on the workshop, for everyone who wanted me to continue working on the map - this is a good sign for you.

http://steamcommunity.com/sharedfiles/filedetails/?id=454774252

People seem to like it more than I remember they did. Upvotes/favorites/subs are appreciated dearly. <3
109
#109
2 Frags +

It's like gravelpit

Show Content
under construction

best map ever, I had so much fun playing this in UGC

It's like gravelpit




[spoiler]under construction[/spoiler]

best map ever, I had so much fun playing this in UGC
110
#110
3 Frags +

Phi, there's one major issue you still haven't fixed after all these revisions.

There's not enough deer.

Other than that, it's a really great map and I hope Valve makes it official!

Edit: Thought this was the Sunshine thread. Everything in this post is still valid though.

Phi, there's one major issue you still haven't fixed after all these revisions.

There's not enough deer.

Other than that, it's a really great map and I hope Valve makes it official!

Edit: Thought this was the Sunshine thread. Everything in this post is still valid though.
111
#111
5 Frags +

Bumping since this map is on mixchamp today. There's still a lot of really blocky hallways with a ton of trap spots which I'm not a huge fan of. Also since I'm retarded and don't know this map yet I keep forgetting which point I'm on when I'm on defense and all the signs face the offense

Bumping since this map is on mixchamp today. There's still a lot of really blocky hallways with a ton of trap spots which I'm not a huge fan of. Also since I'm retarded and don't know this map yet I keep forgetting which point I'm on when I'm on defense and all the signs face the offense
112
#112
cp_sunshine, cp_cardinal
14 Frags +

Yeah, this map is pretty incredibly old (relative to my other projects). Still pretty amazed people are still pitching/playing it around. It's got a lot of mistakes and issues present as a result of being so old, so it's understandable.

Maybe one day, if I can find the time, I'll go back and remake the map. Not really sure at this point, it's not on my plate and there's a lot of other more modern projects I've been working on. We'll see, I guess?

Yeah, this map is pretty incredibly old (relative to my other projects). Still pretty amazed people are still pitching/playing it around. It's got a lot of mistakes and issues present as a result of being so old, so it's understandable.

Maybe one day, if I can find the time, I'll go back and remake the map. Not really sure at this point, it's not on my plate and there's a lot of other more modern projects I've been working on. We'll see, I guess?
113
#113
2 Frags +

A bit of a necro, but I would love if you made the defenders spawn a bit longer in C. I remember that in MapChamp, trying to push last was pretty hard due to how fast the defenders always spawned.
i actually think the map should replace gravelpit in every way and does a good job doing so except for the very fast respawns it currently has

A bit of a necro, but I would love if you made the defenders spawn a bit longer in C. I remember that in MapChamp, trying to push last was pretty hard due to how fast the defenders always spawned.
i actually think the map should replace gravelpit in every way and does a good job doing so except for the very fast respawns it currently has
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