So, Valve said the best to way provide feed back is to link them to a discussion on a community site, so I figured we should have one here.
So far, I've only played rd_asteroid, but this can be used for discussion on both maps. I keep an updated list of pros and cons (including map bugs) for both maps. If you point out a map bug, please provide an image.
RD_ASTEROID
Pros
- imo the double layered bridge "mid" works well with the two lower lanes on either side and two upper lanes on either side
- the little laser beam defense on the intel seems fun (but it may be a bit too easy)
Cons/Bugs
- the pits do not work (https://imgur.com/BiYBI0J.jpg)
- for some people (myself included) respawns are instant
- the multitude of tight corners, stairs, and low ceilings makes jumping around as solly/demo quite frustrating
- as demoman, you can shut down entire areas of the map by yourself (standing in one spot, i have eyes on 3 small doorways, and if I turn around, two more: https://imgur.com/bbPaKAW.jpg https://imgur.com/RPBB2Hn.jpg)
- very back and forth, stalematey
- on the upper spawn, the gate/wall do not come together; not sure if designed that way or a bug (https://imgur.com/Dji4vp3.jpg)
- can't get back to base from teleporter exit during setup
- map is too large and simply having a teleporter won't work in the long run
PL_CACTUSCANYON
Pros
Cons/Bugs
- no door from spawn(?)
Give any feedback you have so valve can make the maps better. Neither of these seem particularly well suited for 6s (one is payload, the other is a ctf on steroids) but maybe we could provide some competitive feedback for the sake of highlander?
So, Valve said the best to way provide feed back is to link them to a discussion on a community site, so I figured we should have one here.
So far, I've only played rd_asteroid, but this can be used for discussion on both maps. I keep an updated list of pros and cons (including map bugs) for both maps. If you point out a map bug, please provide an image.
[b][size=14]RD_ASTEROID[/size][/b]
[i]Pros[/i]
- imo the double layered bridge "mid" works well with the two lower lanes on either side and two upper lanes on either side
- the little laser beam defense on the intel seems fun (but it may be a bit too easy)
[i]Cons/Bugs[/i]
- the pits do not work (https://imgur.com/BiYBI0J.jpg)
- for some people (myself included) respawns are instant
- the multitude of tight corners, stairs, and low ceilings makes jumping around as solly/demo quite frustrating
- as demoman, you can shut down entire areas of the map by yourself (standing in one spot, i have eyes on 3 small doorways, and if I turn around, two more: https://imgur.com/bbPaKAW.jpg https://imgur.com/RPBB2Hn.jpg)
- very back and forth, stalematey
- on the upper spawn, the gate/wall do not come together; not sure if designed that way or a bug (https://imgur.com/Dji4vp3.jpg)
- can't get back to base from teleporter exit during setup
- map is too large and simply having a teleporter won't work in the long run
[b][size=14]PL_CACTUSCANYON[/size][/b]
[i]Pros[/i]
[i]Cons/Bugs[/i]
- no door from spawn(?)
Give any feedback you have so valve can make the maps better. Neither of these seem particularly well suited for 6s (one is payload, the other is a ctf on steroids) but maybe we could provide some competitive feedback for the sake of highlander?
Voloder
Give any feedback you have so valve can make the maps better. Neither of these seem particularly well suited for 6s (one is payload, the other is a ctf on steroids) but maybe we could provide some competitive feedback for the sake of highlander?
more like ctf on asteriods
[quote=Voloder]
Give any feedback you have so valve can make the maps better. Neither of these seem particularly well suited for 6s (one is payload, [b]the other is a ctf on steroids[/b]) but maybe we could provide some competitive feedback for the sake of highlander?[/quote]
more like ctf on asteriods
x-post from the other thread:
The gamemode itself would work as well as CTF, all of CTFs flaws included. The intel takes forever to reset for how important it is in this mode.
The map itself I think is awful. It's a mess of corridors that don't make for a fun fighting arena. There are some more open areas, but a large part of it is corridors wide enough for 3 people only. That said, it's probably okay if you like cp_steel.
x-post from the other thread:
The gamemode itself would work as well as CTF, all of CTFs flaws included. The intel takes forever to reset for how important it is in this mode.
The map itself I think is awful. It's a mess of corridors that don't make for a fun fighting arena. There are some more open areas, but a large part of it is corridors wide enough for 3 people only. That said, it's probably okay if you like cp_steel.
Warix-post from the other thread:
The gamemode itself would work as well as CTF, all of CTFs flaws included. The intel takes forever to reset for how important it is in this mode.
The map itself I think is awful. It's a mess of corridors that don't make for a fun fighting arena. There are some more open areas, but a large part of it is corridors wide enough for 3 people only. That said, it's probably okay if you like cp_steel.
Agreed, a single demo (coupled with an engy it's worse) can shut down several paths at once.
[quote=Wari]x-post from the other thread:
The gamemode itself would work as well as CTF, all of CTFs flaws included. The intel takes forever to reset for how important it is in this mode.
The map itself I think is awful. It's a mess of corridors that don't make for a fun fighting arena. There are some more open areas, but a large part of it is corridors wide enough for 3 people only. That said, it's probably okay if you like cp_steel.[/quote]
Agreed, a single demo (coupled with an engy it's worse) can shut down several paths at once.
Mostly off-topic, but on the subject of CTF flags, I think that when you grab the intel, its timer should quickly charge up to max, instead of instantly resetting 100%. Then, maps where it's hard to turtle the intel room would be less annoying.
Mostly off-topic, but on the subject of CTF flags, I think that when you grab the intel, its timer should quickly charge up to max, instead of instantly resetting 100%. Then, maps where it's hard to turtle the intel room would be less annoying.
Well, because of the back and forth nature of rd_asteroid, points seem to get reset a lot. Getting to 300 takes forever and, while I haven't played an entire round yet, it seems as though it may take the full map time limit to get one round in.
Also, on the upper spawn, the gate/wall do not come together. Not sure if designed that way or a bug
https://imgur.com/Dji4vp3.jpg
Well, because of the back and forth nature of rd_asteroid, points seem to get reset a lot. Getting to 300 takes forever and, while I haven't played an entire round yet, it seems as though it may take the full map time limit to get one round in.
Also, on the upper spawn, the gate/wall do not come together. Not sure if designed that way or a bug
[img]https://imgur.com/Dji4vp3.jpg[/img]
It's probably an "I'm going to do this later".
It's probably an "I'm going to do this later".
PL_CACTUSCANYON
So on this map, there's this little side-winder uphill right after a capture point. Next to the capture point is a full-healthpack. It's very possible for soldiers and demos to jump from nearly halfway down the track between those points and land in the general vicinity while doing damage, and then they can pick up the full-health kit while still shooting rockets/stickies. That part of the map is more or less poor design because it's a blindspot to bombing players, and those on the cart could see some danger. Reducing the pack from full to medium would be a start, and maybe adding a lower skybox of sorts.
PL_CACTUSCANYON
So on this map, there's this little side-winder uphill right after a capture point. Next to the capture point is a full-healthpack. It's very possible for soldiers and demos to jump from nearly halfway down the track between those points and land in the general vicinity while doing damage, and then they can pick up the full-health kit while still shooting rockets/stickies. That part of the map is more or less poor design because it's a blindspot to bombing players, and those on the cart could see some danger. Reducing the pack from full to medium would be a start, and maybe adding a lower skybox of sorts.
Unless I am missing something, there is no door from spawn on pl_cactuscanyon, so the other team can walk right up and fire through.
https://imgur.com/Wvi3tzR.jpg
https://imgur.com/eHRRZIi.jpg
EDIT: This water section looks bad for sticky traps (maybe make the stickies roll off and out?) but really fun for skip jumps.
https://imgur.com/YsiFeKD.jpg
Unless I am missing something, there is no door from spawn on pl_cactuscanyon, so the other team can walk right up and fire through.
[img]https://imgur.com/Wvi3tzR.jpg[/img]
[img]https://imgur.com/eHRRZIi.jpg[/img]
EDIT: This water section looks bad for sticky traps (maybe make the stickies roll off and out?) but really fun for skip jumps.
[img]https://imgur.com/YsiFeKD.jpg[/img]
The teleporter out of spawn on Asteroid is really badly set up. There's no way to get to your own base from the teleporter exit like there is from spawn itself, so someone who takes it during setup time is stuck there and has to kill in console to get out.
It's also way too easy for both teams to stalemate by setting up turtley sentry nests at robot A and ignoring everything else, which is also a huge problem with stock ctf mode. And 300 is too high of a cap limit, it takes forever to get to. Maybe add a time limit, with whoever has the most points at the end wins?
Edit: Apparently rounds end after 15 minutes, although I don't see any timer for them. (possible issue with custom HUDs?)
The teleporter out of spawn on Asteroid is really badly set up. There's no way to get to your own base from the teleporter exit like there is from spawn itself, so someone who takes it during setup time is stuck there and has to kill in console to get out.
It's also way too easy for both teams to stalemate by setting up turtley sentry nests at robot A and ignoring everything else, which is also a huge problem with stock ctf mode. And 300 is too high of a cap limit, it takes forever to get to. Maybe add a time limit, with whoever has the most points at the end wins?
Edit: Apparently rounds end after 15 minutes, although I don't see any timer for them. (possible issue with custom HUDs?)
the teleporter compensating for the immense size on asteroid seems like it wont work in the long run. i did have a lot of fun and i think the gamemode has a lot of potential.
the teleporter compensating for the immense size on asteroid seems like it wont work in the long run. i did have a lot of fun and i think the gamemode has a lot of potential.
prestigethe teleporter compensating for the immense size on asteroid seems like it wont work in the long run. i did have a lot of fun and i think the gamemode has a lot of potential.
I agree. I took the intel and then tried to get back to my side. There's an entire underwater area for seemingly no reason. It's really out of the way and it's like it could stand alone as an ultiduo map (in terms of size).
[quote=prestige]the teleporter compensating for the immense size on asteroid seems like it wont work in the long run. i did have a lot of fun and i think the gamemode has a lot of potential.[/quote]
I agree. I took the intel and then tried to get back to my side. There's an entire underwater area for seemingly no reason. It's really out of the way and it's like it could stand alone as an ultiduo map (in terms of size).
the underwater route is really sneaky way to get closer to steal points.
what has peoples experience been with the point stealing? It happened quite a bit when I played. It seems like getting out of the vents is extremely difficult but it does force the team to come back and stop you. i feel it should be chokey getting out, but is it too chokey? With the water route and the 1way door route, they definitely balanced it so it's easier to get in than it is to get out.
the underwater route is really sneaky way to get closer to steal points.
what has peoples experience been with the point stealing? It happened quite a bit when I played. It seems like getting out of the vents is extremely difficult but it does force the team to come back and stop you. i feel it should be chokey getting out, but is it too chokey? With the water route and the 1way door route, they definitely balanced it so it's easier to get in than it is to get out.
Point stealing is very cheesy. If RD gets into competitive I imagine late-period play will revolve around sac-ing a player to steal as many points as possible in order to force the other team to go passive, as you can get 10-20 seconds of the enemy not having those points in their possession.
I wouldn't mind seeing the Intel point moved to the middle of the big room in front of it (make it like Badlands last) or eliminated entirely and just focus on killing robots.
I also kind of wish there was a Control point on mid which you have to cap in order to attack the other team's base, as it stands now there's no central focal point to lead Pub players too and for Comp it's going to be a nightmare to cast with.
Point stealing is very cheesy. If RD gets into competitive I imagine late-period play will revolve around sac-ing a player to steal as many points as possible in order to force the other team to go passive, as you can get 10-20 seconds of the enemy not having those points in their possession.
I wouldn't mind seeing the Intel point moved to the middle of the big room in front of it (make it like Badlands last) or eliminated entirely and just focus on killing robots.
I also kind of wish there was a Control point on mid which you have to cap in order to attack the other team's base, as it stands now there's no central focal point to lead Pub players too and for Comp it's going to be a nightmare to cast with.
LKincheloePoint stealing is very cheesy. If RD gets into competitive I imagine late-period play will revolve around sac-ing a player to steal as many points as possible in order to force the other team to go passive, as you can get 10-20 seconds of the enemy not having those points in their possession.
I wouldn't mind seeing the Intel point moved to the middle of the big room in front of it (make it like Badlands last) or eliminated entirely and just focus on killing robots.
I also kind of wish there was a Control point on mid which you have to cap in order to attack the other team's base, as it stands now there's no central focal point to lead Pub players too and for Comp it's going to be a nightmare to cast with.
I definitely think that rd_asteroid needs to be remade into a smaller map with less small corridors. They should get rid of some of the sneaky lanes and have the intel room be more open (while keeping the same lasers and side lanes to get to/from. If they just reduced the clutter and complexity, it would be a lot less confusing and a lot better in my opinion.
I like the idea of a capture point. Maybe when you control the point, a door opens or the robots become unubered and you can go get points. This would likely make the map unviable for 6s though for the same reasons as payload isn't. There aren't enough players to split yourself like that. But something like degroot keep would probably work for pubs.
As a side note, the setup times seem inordinately long, especially on pl_cactuscanyon. But I definitely think that the payload map is much better than asteroid at the moment.
[quote=LKincheloe]Point stealing is very cheesy. If RD gets into competitive I imagine late-period play will revolve around sac-ing a player to steal as many points as possible in order to force the other team to go passive, as you can get 10-20 seconds of the enemy not having those points in their possession.
I wouldn't mind seeing the Intel point moved to the middle of the big room in front of it (make it like Badlands last) or eliminated entirely and just focus on killing robots.
I also kind of wish there was a Control point on mid which you have to cap in order to attack the other team's base, as it stands now there's no central focal point to lead Pub players too and for Comp it's going to be a nightmare to cast with.[/quote]
I definitely think that rd_asteroid needs to be remade into a smaller map with less small corridors. They should get rid of some of the sneaky lanes and have the intel room be more open (while keeping the same lasers and side lanes to get to/from. If they just reduced the clutter and complexity, it would be a lot less confusing and a lot better in my opinion.
I like the idea of a capture point. Maybe when you control the point, a door opens or the robots become unubered and you can go get points. This would likely make the map unviable for 6s though for the same reasons as payload isn't. There aren't enough players to split yourself like that. But something like degroot keep would probably work for pubs.
As a side note, the setup times seem inordinately long, especially on pl_cactuscanyon. But I definitely think that the payload map is much better than asteroid at the moment.
payload cactus does not have any cactus
payload cactus does not have any cactus
Casualpayload cactus does not have any cactus
Badwater doesn't have any water, so the logic is sound.
[quote=Casual]payload cactus does not have any cactus[/quote]
Badwater doesn't have any water, so the logic is sound.
I think asteroid is fun. Not every tf2 map has to be geared towards competitive for it to be a good map. I think as a pub map there's enough variation where I don't get bored but some of the hallways are confusing and deadend. Also, the pit in cave doesn't kill you when you fall into it.
I think asteroid is fun. Not every tf2 map has to be geared towards competitive for it to be a good map. I think as a pub map there's enough variation where I don't get bored but some of the hallways are confusing and deadend. Also, the pit in cave doesn't kill you when you fall into it.
LKincheloeCasualpayload cactus does not have any cactus
Badwater doesn't have any water, so the logic is sound.
http://en.wikipedia.org/wiki/Badwater_Basin
It does, it's just bad.
[quote=LKincheloe][quote=Casual]payload cactus does not have any cactus[/quote]
Badwater doesn't have any water, so the logic is sound.[/quote]
http://en.wikipedia.org/wiki/Badwater_Basin
It does, it's just bad.
I think the instant respawns on Asteroid are at least slightly on purpose. There is a trigger on the map so that you respawn faster if you die on the enemy side of the map. That being said, I haven't had a chance to play on it so if you're respawning instantly after dying elsewhere, it's definitely a bug.
Also, it seems that snipers consistently do 150 damage to the robots, even on noscopes. I guess they did that to avoid having to add "head" hitboxes, but it seems weird.
I think the instant respawns on Asteroid are at least slightly on purpose. There is a trigger on the map so that you respawn faster if you die on the enemy side of the map. That being said, I haven't had a chance to play on it so if you're respawning instantly after dying elsewhere, it's definitely a bug.
Also, it seems that snipers consistently do 150 damage to the robots, even on noscopes. I guess they did that to avoid having to add "head" hitboxes, but it seems weird.
yeah the way respawns set up is pretty neat. it would be nice to play this map with people who know what they are doing somewhat. valve servers are so bad.
yeah the way respawns set up is pretty neat. it would be nice to play this map with people who know what they are doing somewhat. valve servers are so bad.