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koth_maple_ridge
1
#1
0 Frags +

Maple Ridge is a custom fall KotH map that stays pretty true to the gamemode, no gimmicks ( :( ).
Current version a9:

FlytnnUpdated to A9.

A9
- Removed the abusable harvest trees
- Removed pumpkins you can get yourself stuck on
- Blocked off dropdown area, still "usable" for visibility purposes
- Slapped some colour on areas I'm comfortable with the gameplay of

Competitive-based changes:- Completely rebuilt and revised everywhere but mid (rebuilt spawn and buffer essentially)
- Drastically lowered health/ammo in the map, specifically everywhere but the CP
- Hollowed the cap building, changed the shed to a small covered area leading inside it

- Heightened chute building so it doesn't look walkable

Download (.bz2)
TF2Maps thread

http://i.imgur.com/pbIiDoW.jpg

http://i.imgur.com/SKazc0B.jpg

http://i.imgur.com/CxIc0nq.jpg

http://i.imgur.com/tCQBDfI.jpg

http://i.imgur.com/jr5reF6.jpg

Download (.bz2)
TF2Maps thread

Maple Ridge is a custom fall KotH map that stays pretty true to the gamemode, no gimmicks ( :( ).
Current version a9:
[quote=Flytnn]Updated to A9.

[b]A9[/b]
[quote][u][/u]
- Removed the abusable harvest trees
- Removed pumpkins you can get yourself stuck on
- Blocked off dropdown area, still "usable" for visibility purposes
- Slapped some colour on areas I'm comfortable with the gameplay of[/quote]

Competitive-based changes:
[quote][u]- Completely rebuilt and revised everywhere but mid (rebuilt spawn and buffer essentially)
- Drastically lowered health/ammo in the map, specifically everywhere but the CP
- Hollowed the cap building, changed the shed to a small covered area leading inside it[/u]
- Heightened chute building so it doesn't look walkable[/quote]

[url=https://www.dropbox.com/s/5i9vzdsl5eeaw7q/koth_maple_ridge_a9.bsp]Download[/url] ([url=https://www.dropbox.com/s/pz58ph93xcxiuw1/koth_maple_ridge_a9.bsp.bz2].bz2[/url])
[url=http://forums.tf2maps.net/showpost.php?p=301374&postcount=29]TF2Maps thread[/url][/quote]

[img]http://i.imgur.com/pbIiDoW.jpg[/img]
[img]http://i.imgur.com/SKazc0B.jpg[/img]
[img]http://i.imgur.com/CxIc0nq.jpg[/img]
[img]http://i.imgur.com/tCQBDfI.jpg[/img]
[img]http://i.imgur.com/jr5reF6.jpg[/img]


[url=https://www.dropbox.com/s/5i9vzdsl5eeaw7q/koth_maple_ridge_a9.bsp]Download[/url] ([url=https://www.dropbox.com/s/pz58ph93xcxiuw1/koth_maple_ridge_a9.bsp.bz2].bz2[/url])
[url=http://forums.tf2maps.net/showpost.php?p=301374&postcount=29]TF2Maps thread[/url]
2
#2
1 Frags +

Looks good! It'll be cool so see how well it plays

Looks good! It'll be cool so see how well it plays
3
#3
-5 Frags +

KOTH NIPLETWISTER! https://www.youtube.com/watch?v=ogkqz98Q2Ts

It just look sighly the same, dont flame on me wow.

KOTH NIPLETWISTER! https://www.youtube.com/watch?v=ogkqz98Q2Ts

It just look sighly the same, dont flame on me wow.
4
#4
1 Frags +
tenacioustoasterLooks good! It'll be cool so see how well it plays

Thanks! It's been pretty enjoyable in public play so I'm told (except for some minor sightline issues, but hopefully they won't crop up much [if they do, things can always be changed ;)]).

I've been talking with Fr0z3n (if anyone knows him? I've never came here much) and he's said it's a good idea to post here and at etf2l.org.

[quote=tenacioustoaster]Looks good! It'll be cool so see how well it plays[/quote]

Thanks! It's been pretty enjoyable in public play so I'm told (except for some minor sightline issues, but hopefully they won't crop up much [if they do, things can always be changed ;)]).

I've been talking with Fr0z3n (if anyone knows him? I've never came here much) and he's said it's a good idea to post here and at etf2l.org.
5
#5
2 Frags +

If I knew you were gonna post this here, I would've said there's WAY too much health for comp!

If I knew you were gonna post this here, I would've said there's WAY too much health for comp!
6
#6
1 Frags +
wareyaIf I knew you were gonna post this here, I would've said there's WAY too much health for comp!

Well that can always be changed.

[quote=wareya]If I knew you were gonna post this here, I would've said there's WAY too much health for comp![/quote]

Well that can always be changed.
7
#7
0 Frags +

It is fun map in pubs!! I think it might be able to translate well to competitive if the distance to point where increased a bit. (I think it's quite a bit less than viaduct right now)

It is fun map in pubs!! I think it might be able to translate well to competitive if the distance to point where increased a bit. (I think it's quite a bit less than viaduct right now)
8
#8
2 Frags +

Hopped around it a bit, looks like it could be pretty interesting.

Few things I noticed:
Lots of health.
Lots of full ammopacks- very very very engineer friendly.
The point is higher up than every entrance to it, which could make the point hard to take. Not sure, only gameplay will tell.
The roof on the side with the two pipe ramps is very low and you can stand on something almost the same height, I guarantee soldiers will want to stand on that roof.

I'd like to play it sometime. Add me on steam (hyce777) if you want me to organize a PUG for it.

Hopped around it a bit, looks like it could be pretty interesting.

Few things I noticed:
Lots of health.
Lots of full ammopacks- very very very engineer friendly.
The point is higher up than every entrance to it, which could make the point hard to take. Not sure, only gameplay will tell.
The roof on the side with the two pipe ramps is very low and you can stand on something almost the same height, I guarantee soldiers will want to stand on that roof.

I'd like to play it sometime. Add me on steam (hyce777) if you want me to organize a PUG for it.
9
#9
0 Frags +
wareyaIf I knew you were gonna post this here, I would've said there's WAY too much health for comp!

Is this a problem a lot with a lot of maps?

[quote=wareya]If I knew you were gonna post this here, I would've said there's WAY too much health for comp![/quote]
Is this a problem a lot with a lot of maps?
10
#10
1 Frags +
RadmanwareyaIf I knew you were gonna post this here, I would've said there's WAY too much health for comp!Is this a problem a lot with a lot of maps?

Yes, ammo too
a good comp map is like badlands where it has lunchboxes on the rollout and pills everywhere else, plus one lunchbox near second
and you have small ammos sprinkled around everywhere and medium ones off the control point

i was talking about badlands so koth maps are totally different and this one is too much

[quote=Radman][quote=wareya]If I knew you were gonna post this here, I would've said there's WAY too much health for comp![/quote]
Is this a problem a lot with a lot of maps?[/quote]
Yes, ammo too
a good comp map is like badlands where it has lunchboxes on the rollout and pills everywhere else, plus one lunchbox near second
and you have small ammos sprinkled around everywhere and medium ones off the control point

i was talking about badlands so koth maps are totally different and this one is too much
11
#11
0 Frags +

Too many pick ups on the roof. I would have just a medium health pack and a full ammo pack.

Too many pick ups on the roof. I would have just a medium health pack and a full ammo pack.
12
#12
13 Frags +
a good comp map is like badlands
[quote]a good comp map is like badlands[/quote]
13
#13
0 Frags +
HAWTHORNEToo many pick ups on the roof. I would have just a medium health pack and a full ammo pack.wareyaRadmanwareyaIf I knew you were gonna post this here, I would've said there's WAY too much health for comp!Is this a problem a lot with a lot of maps?Yes, ammo too
a good comp map is like badlands where it has lunchboxes on the rollout and pills everywhere else, plus one lunchbox near second
and you have small ammos sprinkled around everywhere and medium ones off the control point

i was talking about badlands so koth maps are totally different and this one is too much
HyceHopped around it a bit, looks like it could be pretty interesting.

Few things I noticed:
Lots of health.
Lots of full ammopacks- very very very engineer friendly.
The point is higher up than every entrance to it, which could make the point hard to take. Not sure, only gameplay will tell.
The roof on the side with the two pipe ramps is very low and you can stand on something almost the same height, I guarantee soldiers will want to stand on that roof.

I'd like to play it sometime. Add me on steam (hyce777) if you want me to organize a PUG for it.

Thanks everyone. I'm happy to make adjustments (big or small) tending to competitive play, and I can certainly fix up something as small as this. It's never been a notable issue at all in public play on any of my maps but I'll fix up a version of the map tending to competitive play (there's some things I'd like to keep true to my original vision of the map- the pub version) and have that out later.

[quote=HAWTHORNE]Too many pick ups on the roof. I would have just a medium health pack and a full ammo pack.[/quote]
[quote=wareya][quote=Radman][quote=wareya]If I knew you were gonna post this here, I would've said there's WAY too much health for comp![/quote]
Is this a problem a lot with a lot of maps?[/quote]
Yes, ammo too
a good comp map is like badlands where it has lunchboxes on the rollout and pills everywhere else, plus one lunchbox near second
and you have small ammos sprinkled around everywhere and medium ones off the control point

i was talking about badlands so koth maps are totally different and this one is too much[/quote]
[quote=Hyce]Hopped around it a bit, looks like it could be pretty interesting.

Few things I noticed:
Lots of health.
Lots of full ammopacks- very very very engineer friendly.
The point is higher up than every entrance to it, which could make the point hard to take. Not sure, only gameplay will tell.
The roof on the side with the two pipe ramps is very low and you can stand on something almost the same height, I guarantee soldiers will want to stand on that roof.

I'd like to play it sometime. Add me on steam (hyce777) if you want me to organize a PUG for it.[/quote]

Thanks everyone. I'm happy to make adjustments (big or small) tending to competitive play, and I can certainly fix up something as small as this. It's never been a notable issue at all in public play on any of my maps but I'll fix up a version of the map tending to competitive play (there's some things I'd like to keep true to my original vision of the map- the pub version) and have that out later.
14
#14
4 Frags +

Benroads and I ended up going through the map together. I was going to stream and post a vod of it, but I forgot to start streaming, so I'll try to go over everything we found that I can remember.

http://puu.sh/98YxA/9d2c28da74.jpg
As said before, this space between the point and spawn is so small that the map might as well be harvest 2.0. One thing every comp koth map does is have a row of buildings that physically separates the spawn area from the area the holding team can forward hold. If that doesn't explain it well enough, just look at viaduct, and how there is a distinct spawn area. A small map size leads to easy spawncamping.

http://puu.sh/98YAA/e9da47f0b3.jpg
Two of the exits to the point are in a pretty powerful sniper sightline. Using a new layout of map geometry would be a more interesting way to block it, but if you're confident in how it plays now, random props could do well to block these.

http://puu.sh/98YKP/f535d20722.jpg
There's no real reason for these rooms to be dropdowns, or for them to be two separate rooms at all. Combining them and adding ramps to traverse back up would make the room much interesting for combat by classes other than just soldiers.

http://puu.sh/98YV8/7b1f2a458a.jpg
Any prop with this complex of geometry should have a clip brush over it. As it is now, you can get stuck on these pumpkins pretty easily when trying to jump on top of them. Prop clipping isn't always the best option when adding props. Also, the two sides are uneven in the number of pumpkins.

http://puu.sh/98ZuI/285b80f1b3.jpg
These trees have really complex clipping that could easily be abused by scouts or roamers. This prop in particularly is more of a decoration prop (it's used outside of the playable area in harvest). There are probably better tree props that serve to fill the space and block sightlines better than this one, without being abused.

http://puu.sh/98ZFN/f65158f029.jpg
A small detail thing, this prop is also used outside of the playable area in props like badlands as decoration. I'd recommend replacing it with a longer pipe prop that's suitable for play, or just replacing it with brushes.

http://puu.sh/98Z3p/b839b7d49a.jpg
The number of healthpacks and ammopacks in this map is absurd. In this instance, a player has basically a full resupply if they get the ammo/health then drop down into the other medium pack.

http://puu.sh/98Zeq/bf55d3d021.jpg
In general, healthpacks this close to the point should not be medium packs, or there at all. Having one small pack at most near the point is generally acceptable, maybe a medium pack if it's hard to get to, but this is too many. The ammo and packs outside of that picture are perfectly placed though, I wouldn't touch those other ones.

The medium ammo pack on the point is the best placed ammo there. The small ammo pack on the trough is okay too. All of the full ammo pickups would have to go though. They provide too much benefit for how abundant they are, and a point is better off with a single medium ammo near the point.

Benroads and I ended up going through the map together. I was going to stream and post a vod of it, but I forgot to start streaming, so I'll try to go over everything we found that I can remember.

http://puu.sh/98YxA/9d2c28da74.jpg
As said before, this space between the point and spawn is so small that the map might as well be harvest 2.0. One thing every comp koth map does is have a row of buildings that physically separates the spawn area from the area the holding team can forward hold. If that doesn't explain it well enough, just look at viaduct, and how there is a distinct spawn area. A small map size leads to easy spawncamping.

http://puu.sh/98YAA/e9da47f0b3.jpg
Two of the exits to the point are in a pretty powerful sniper sightline. Using a new layout of map geometry would be a more interesting way to block it, but if you're confident in how it plays now, random props could do well to block these.

http://puu.sh/98YKP/f535d20722.jpg
There's no real reason for these rooms to be dropdowns, or for them to be two separate rooms at all. Combining them and adding ramps to traverse back up would make the room much interesting for combat by classes other than just soldiers.

http://puu.sh/98YV8/7b1f2a458a.jpg
Any prop with this complex of geometry should have a clip brush over it. As it is now, you can get stuck on these pumpkins pretty easily when trying to jump on top of them. Prop clipping isn't always the best option when adding props. Also, the two sides are uneven in the number of pumpkins.

http://puu.sh/98ZuI/285b80f1b3.jpg
These trees have really complex clipping that could easily be abused by scouts or roamers. This prop in particularly is more of a decoration prop (it's used outside of the playable area in harvest). There are probably better tree props that serve to fill the space and block sightlines better than this one, without being abused.

http://puu.sh/98ZFN/f65158f029.jpg
A small detail thing, this prop is also used outside of the playable area in props like badlands as decoration. I'd recommend replacing it with a longer pipe prop that's suitable for play, or just replacing it with brushes.

http://puu.sh/98Z3p/b839b7d49a.jpg
The number of healthpacks and ammopacks in this map is absurd. In this instance, a player has basically a full resupply if they get the ammo/health then drop down into the other medium pack.

http://puu.sh/98Zeq/bf55d3d021.jpg
In general, healthpacks this close to the point should not be medium packs, or there at all. Having one small pack at most near the point is generally acceptable, maybe a medium pack if it's hard to get to, but this is too many. The ammo and packs outside of that picture are perfectly placed though, I wouldn't touch those other ones.

The medium ammo pack on the point is the best placed ammo there. The small ammo pack on the trough is okay too. All of the full ammo pickups would have to go though. They provide too much benefit for how abundant they are, and a point is better off with a single medium ammo near the point.
15
#15
1 Frags +

To go with the ridiculous abundance of metal, this is a spot:
http://cloud-4.steampowered.com/ugc/432656641464950083/3D907BF7D785582B1206D5C082CBF3F62E607E62/

It can only really be spammed from close to house. Just add nobuild to the stem or remove the pumpkin, preferably the latter out of symmetry.

To go with the ridiculous abundance of metal, this is a spot:
http://cloud-4.steampowered.com/ugc/432656641464950083/3D907BF7D785582B1206D5C082CBF3F62E607E62/

It can only really be spammed from close to house. Just add nobuild to the stem or remove the pumpkin, preferably the latter out of symmetry.
16
#16
2 Frags +

I just did a stream/video with everything that I thought of, which you can find here: http://www.twitch.tv/kayleeseranada/c/4368750

Some corrections/misspeaks of mine:

1:30 - It hit me later that you have the nodraw there to prevent spam to mid. If you're going to do that, use a huge billboard or anything else that makes it look natural and makes sense. nodraws shouldn't be used like that.

5:45 - The word I was looking for was "shallower."

30:40 - Or is this thing used for catching demo spam? If so, I feel like that's unnecessary...if not, I feel like that'll probably happen.

I just did a stream/video with everything that I thought of, which you can find here: [url=http://www.twitch.tv/kayleeseranada/c/4368750]http://www.twitch.tv/kayleeseranada/c/4368750[/url]

Some corrections/misspeaks of mine:

1:30 - It hit me later that you have the nodraw there to prevent spam to mid. If you're going to do that, use a huge billboard or anything else that makes it look natural and makes sense. nodraws shouldn't be used like that.

5:45 - The word I was looking for was "shallower."

30:40 - Or is this thing used for catching demo spam? If so, I feel like that's unnecessary...if not, I feel like that'll probably happen.
17
#17
0 Frags +
KayleeSeranadaI just did a stream/video with everything that I thought of, which you can find here: http://www.twitch.tv/kayleeseranada/c/4368750

Some corrections/misspeaks of mine:

1:30 - It hit me later that you have the nodraw there to prevent spam to mid. If you're going to do that, use a huge billboard or anything else that makes it look natural and makes sense. nodraws shouldn't be used like that.

5:45 - The word I was looking for was "shallower."

30:40 - Or is this thing used for catching demo spam? If so, I feel like that's unnecessary...if not, I feel like that'll probably happen.

Thank you for all that, I've looked through the video and plan to make changes on most of that. A couple counter-comments though:
The wood is honestly not placed with gameplay in mind (with overlays enabled it has wording on it; probably why it was mistaken for something else)

There usually is tape marking the CP zone, however those are overlays aswell. I don't plan to brush out hazard over the cap (unless necessary?) but I could put some small props in as markers.

The water isn't intentionally square, I've never seen it as square either (maybe it happens on low quality TF2, I don't know but I'll still look into it)

Everything about the spawn area is pretty true, I'm going to completely remake that, and the buffer zone (inc. the buildings)

The long sightlines are less than intentional so I'll play about with that.

Mid lacking in cover is one of the more complicated issues for me. I could utilise the empty large building beside it, or swap the shed out for something more suitable for cover (there was far too much cover in pub, even this amount is plenty in it; but comp =/= pub)

The health/ammo I've already been over and plan to change definitely (my plans were actually 95% the same as what you suggested, everything bar the ammo below cap suggestion I'd already planned on)

As for the rest, thanks again; videos are a lot easier for me to go over than screenshots.

mage24365To go with the ridiculous abundance of metal, this is a spot:
http://cloud-4.steampowered.com/ugc/432656641464950083/3D907BF7D785582B1206D5C082CBF3F62E607E62/

It can only really be spammed from close to house. Just add nobuild to the stem or remove the pumpkin, preferably the latter out of symmetry.

That wasn't expected at all to be honest, and I'll probably just remove those pumpkins (they're only minor aesthetics and not part of gameplay)

WariBenroads and I ended up going through the map together. I was going to stream and post a vod of it, but I forgot to start streaming, so I'll try to go over everything we found that I can remember.

http://puu.sh/98YxA/9d2c28da74.jpg
As said before, this space between the point and spawn is so small that the map might as well be harvest 2.0. One thing every comp koth map does is have a row of buildings that physically separates the spawn area from the area the holding team can forward hold. If that doesn't explain it well enough, just look at viaduct, and how there is a distinct spawn area. A small map size leads to easy spawncamping.

http://puu.sh/98YAA/e9da47f0b3.jpg
Two of the exits to the point are in a pretty powerful sniper sightline. Using a new layout of map geometry would be a more interesting way to block it, but if you're confident in how it plays now, random props could do well to block these.

http://puu.sh/98YKP/f535d20722.jpg
There's no real reason for these rooms to be dropdowns, or for them to be two separate rooms at all. Combining them and adding ramps to traverse back up would make the room much interesting for combat by classes other than just soldiers.

http://puu.sh/98YV8/7b1f2a458a.jpg
Any prop with this complex of geometry should have a clip brush over it. As it is now, you can get stuck on these pumpkins pretty easily when trying to jump on top of them. Prop clipping isn't always the best option when adding props. Also, the two sides are uneven in the number of pumpkins.

http://puu.sh/98ZuI/285b80f1b3.jpg
These trees have really complex clipping that could easily be abused by scouts or roamers. This prop in particularly is more of a decoration prop (it's used outside of the playable area in harvest). There are probably better tree props that serve to fill the space and block sightlines better than this one, without being abused.

http://puu.sh/98ZFN/f65158f029.jpg
A small detail thing, this prop is also used outside of the playable area in props like badlands as decoration. I'd recommend replacing it with a longer pipe prop that's suitable for play, or just replacing it with brushes.

http://puu.sh/98Z3p/b839b7d49a.jpg
The number of healthpacks and ammopacks in this map is absurd. In this instance, a player has basically a full resupply if they get the ammo/health then drop down into the other medium pack.

http://puu.sh/98Zeq/bf55d3d021.jpg
In general, healthpacks this close to the point should not be medium packs, or there at all. Having one small pack at most near the point is generally acceptable, maybe a medium pack if it's hard to get to, but this is too many. The ammo and packs outside of that picture are perfectly placed though, I wouldn't touch those other ones.

The medium ammo pack on the point is the best placed ammo there. The small ammo pack on the trough is okay too. All of the full ammo pickups would have to go though. They provide too much benefit for how abundant they are, and a point is better off with a single medium ammo near the point.

Thanks aswell for the in depth feedback, I've said over a nice bit of this already, but the HP/ammo was placed with pubs in mind so that'll change for my next release. The trees I'd never picked up on being an issue and alike the pumpkins are just aesthetics so I'm not too bothered if they're removed. Not too sure what the problem about the pipe is either, it's clipped with brushes as well if you're referring to it being a background prop and expecting it to have lazy clipping? (It has no clipping, that had to be done manually)

Again, thanks everyone, I'll keep everything said in mind. As I think I said, I'm here to learn more about comp mapping (I've never comp tested a map before, but everyone has a first). I do also believe the map has potential, so I'm willing to make drastic changes to make the map playable; I think anyone who's looked around a8 version (current as of typing this) will be able to notice some big changes.

[quote=KayleeSeranada]I just did a stream/video with everything that I thought of, which you can find here: [url=http://www.twitch.tv/kayleeseranada/c/4368750]http://www.twitch.tv/kayleeseranada/c/4368750[/url]

Some corrections/misspeaks of mine:

1:30 - It hit me later that you have the nodraw there to prevent spam to mid. If you're going to do that, use a huge billboard or anything else that makes it look natural and makes sense. nodraws shouldn't be used like that.

5:45 - The word I was looking for was "shallower."

30:40 - Or is this thing used for catching demo spam? If so, I feel like that's unnecessary...if not, I feel like that'll probably happen.[/quote]

Thank you for all that, I've looked through the video and plan to make changes on most of that. A couple counter-comments though:
The wood is honestly not placed with gameplay in mind (with overlays enabled it has wording on it; probably why it was mistaken for something else)

There usually is tape marking the CP zone, however those are overlays aswell. I don't plan to brush out hazard over the cap (unless necessary?) but I could put some small props in as markers.

The water isn't intentionally square, I've never seen it as square either (maybe it happens on low quality TF2, I don't know but I'll still look into it)

Everything about the spawn area is pretty true, I'm going to completely remake that, and the buffer zone (inc. the buildings)

The long sightlines are less than intentional so I'll play about with that.

Mid lacking in cover is one of the more complicated issues for me. I could utilise the empty large building beside it, or swap the shed out for something more suitable for cover (there was far too much cover in pub, even this amount is plenty in it; but comp =/= pub)

The health/ammo I've already been over and plan to change definitely (my plans were actually 95% the same as what you suggested, everything bar the ammo below cap suggestion I'd already planned on)

As for the rest, thanks again; videos are a lot easier for me to go over than screenshots.

[quote=mage24365]To go with the ridiculous abundance of metal, this is a spot:
http://cloud-4.steampowered.com/ugc/432656641464950083/3D907BF7D785582B1206D5C082CBF3F62E607E62/

It can only really be spammed from close to house. Just add nobuild to the stem or remove the pumpkin, preferably the latter out of symmetry.[/quote]

That wasn't expected at all to be honest, and I'll probably just remove those pumpkins (they're only minor aesthetics and not part of gameplay)

[quote=Wari]Benroads and I ended up going through the map together. I was going to stream and post a vod of it, but I forgot to start streaming, so I'll try to go over everything we found that I can remember.

http://puu.sh/98YxA/9d2c28da74.jpg
As said before, this space between the point and spawn is so small that the map might as well be harvest 2.0. One thing every comp koth map does is have a row of buildings that physically separates the spawn area from the area the holding team can forward hold. If that doesn't explain it well enough, just look at viaduct, and how there is a distinct spawn area. A small map size leads to easy spawncamping.

http://puu.sh/98YAA/e9da47f0b3.jpg
Two of the exits to the point are in a pretty powerful sniper sightline. Using a new layout of map geometry would be a more interesting way to block it, but if you're confident in how it plays now, random props could do well to block these.

http://puu.sh/98YKP/f535d20722.jpg
There's no real reason for these rooms to be dropdowns, or for them to be two separate rooms at all. Combining them and adding ramps to traverse back up would make the room much interesting for combat by classes other than just soldiers.

http://puu.sh/98YV8/7b1f2a458a.jpg
Any prop with this complex of geometry should have a clip brush over it. As it is now, you can get stuck on these pumpkins pretty easily when trying to jump on top of them. Prop clipping isn't always the best option when adding props. Also, the two sides are uneven in the number of pumpkins.

http://puu.sh/98ZuI/285b80f1b3.jpg
These trees have really complex clipping that could easily be abused by scouts or roamers. This prop in particularly is more of a decoration prop (it's used outside of the playable area in harvest). There are probably better tree props that serve to fill the space and block sightlines better than this one, without being abused.

http://puu.sh/98ZFN/f65158f029.jpg
A small detail thing, this prop is also used outside of the playable area in props like badlands as decoration. I'd recommend replacing it with a longer pipe prop that's suitable for play, or just replacing it with brushes.

http://puu.sh/98Z3p/b839b7d49a.jpg
The number of healthpacks and ammopacks in this map is absurd. In this instance, a player has basically a full resupply if they get the ammo/health then drop down into the other medium pack.

http://puu.sh/98Zeq/bf55d3d021.jpg
In general, healthpacks this close to the point should not be medium packs, or there at all. Having one small pack at most near the point is generally acceptable, maybe a medium pack if it's hard to get to, but this is too many. The ammo and packs outside of that picture are perfectly placed though, I wouldn't touch those other ones.

The medium ammo pack on the point is the best placed ammo there. The small ammo pack on the trough is okay too. All of the full ammo pickups would have to go though. They provide too much benefit for how abundant they are, and a point is better off with a single medium ammo near the point.[/quote]

Thanks aswell for the in depth feedback, I've said over a nice bit of this already, but the HP/ammo was placed with pubs in mind so that'll change for my next release. The trees I'd never picked up on being an issue and alike the pumpkins are just aesthetics so I'm not too bothered if they're removed. Not too sure what the problem about the pipe is either, it's clipped with brushes as well if you're referring to it being a background prop and expecting it to have lazy clipping? (It has no clipping, that had to be done manually)

Again, thanks everyone, I'll keep everything said in mind. As I think I said, I'm here to learn more about comp mapping (I've never comp tested a map before, but everyone has a first). I do also believe the map has potential, so I'm willing to make drastic changes to make the map playable; I think anyone who's looked around a8 version (current as of typing this) will be able to notice some big changes.
18
#18
3 Frags +

Updated to A9.

A9


- Removed the abusable harvest trees
- Removed pumpkins you can get yourself stuck on
- Blocked off dropdown area, still "usable" for visibility purposes
- Slapped some colour on areas I'm comfortable with the gameplay of

Competitive-based changes:

- Completely rebuilt and revised everywhere but mid (rebuilt spawn and buffer essentially)
- Drastically lowered health/ammo in the map, specifically everywhere but the CP
- Hollowed the cap building, changed the shed to a small covered area leading inside it

- Heightened chute building so it doesn't look walkable

Download (.bz2)
TF2Maps thread

Updated to A9.

[b]A9[/b]
[quote][u][/u]
- Removed the abusable harvest trees
- Removed pumpkins you can get yourself stuck on
- Blocked off dropdown area, still "usable" for visibility purposes
- Slapped some colour on areas I'm comfortable with the gameplay of[/quote]

Competitive-based changes:
[quote][u]- Completely rebuilt and revised everywhere but mid (rebuilt spawn and buffer essentially)
- Drastically lowered health/ammo in the map, specifically everywhere but the CP
- Hollowed the cap building, changed the shed to a small covered area leading inside it[/u]
- Heightened chute building so it doesn't look walkable[/quote]

[url=https://www.dropbox.com/s/5i9vzdsl5eeaw7q/koth_maple_ridge_a9.bsp]Download[/url] ([url=https://www.dropbox.com/s/pz58ph93xcxiuw1/koth_maple_ridge_a9.bsp.bz2].bz2[/url])
[url=http://forums.tf2maps.net/showpost.php?p=301374&postcount=29]TF2Maps thread[/url]
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