itszed"combo's in duck"
its better than jehohanan
itszed"combo's in duck"
its better than jehohanan
Phi- moving the last cap forward
Won't this make Secret lead directly onto the point? Maybe Secret should be removed, but Sewer could remain as another route into Bigdoor besides Elbow.
deetrLooks like a better cp_banana, can't wait to try this out.
I wonder how it looks anything like my map though.
LaindeetrLooks like a better cp_banana, can't wait to try this out.
I wonder how it looks anything like my map though.
idk the mid, last, and rooms from mid to 2 all look really similar to me
BilbertPhi- moving the last cap forwardWon't this make Secret lead directly onto the point? Maybe Secret should be removed, but Sewer could remain as another route into Bigdoor besides Elbow.
thats what i was thinking,
seems like teams would just run combo through main or something distract and then just play point. hell teams could do full pushes from secret.
do0mBilbertthats what i was thinking,Phi- moving the last cap forwardWon't this make Secret lead directly onto the point? Maybe Secret should be removed, but Sewer could remain as another route into Bigdoor besides Elbow.
seems like teams would just run combo through main or something distract and then just play point. hell teams could do full pushes from secret.
Played some pugs on it, that's exactly what happened.
Some things I noticed is that mid fights tended to play out on the far sides of the map, either one teams crate or the other. Idk if that's just us or if the map leads towards that. Not sure if that's even a problem.
The indoors area between mid and second is a zoo of flanks and death, which is fun but hard to deal with, and the safe route is to be in there as little as possible.
The map feels really large, especially for sixes, we found it especially difficult to hold points because of just being spread too thin to hold all the flanks and positions, especially on second and last, where secret area underneath seems like an incredibly powerful flank, for blackcaps and pushes.
Updated to A2A. Decided to fix the minor issues before changing it completely. Planning a massive size change for next version, but just wanted to see how it would play with slightly smaller points, and less height difference.
Changelog:
• lowered bridge on mid
• removed one crate on each side on mid
• blocked sightline across mid
• changed around building beside mid
• shortened the ends by a bit
• simplified area around hut
• simplified lower lobby entrance from second a bit: removed many pillars
• moved the last point forward a little
• lengthened last cap time from 2 to 3
• added small health-ammo pair in middle ground on left side for defenders
• changed clipping around metal railings to playerclip instead of blockbullet
Screenshots:
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00001.jpg
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00002.jpg
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00003.jpg
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00004.jpg
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00005.jpg
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00006.jpg
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00007.jpg
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00008.jpg
https://dl.dropboxusercontent.com/u/84556731/reckoner/2015-11-26_00009.jpg
http://puu.sh/lzWn1/b17a9bfc89.jpg
This spot seems kinda questionable, it's not like super strong but since you seem to have made most of these lights nonsolid it's a bit strange to have one you can stand on (Specifically the ones at mid). Personally I like these kinda hiding spots but it's pretty confusing to have a bunch of random props you cannot stand on and then 2 or 3 that you can stand on.
http://puu.sh/lzWBg/acea80061f.jpg
These slanted edges are kinda neat since if you're running around with an escape plan on low health you can actually slide up them, I would consider adding some vents or something in places so you can do a jump or two to get up instead of walking over to a ramp.
http://puu.sh/lzWIm/4ad95a2f00.jpg
Lots of stuff to get caught on here, looks like a few things did not get rotated properly.
http://puu.sh/lzWWj/1afd18fb58.jpg
I think lobby needs to be resized slightly and maybe reworked a bit, Not a huge fan of that green thing in lobby than you can stand on and basically shut down very easily anybody trying to peek in from the door I took the screenshot in.
http://puu.sh/lzXmm/63ee12f55d.jpg
Having a ramp and a huge door leading into last might be a bit silly since you can basically just fly in and land nearly anywhere.
http://puu.sh/lzXvB/bade29bdad.jpg
Nodraw stuff
http://puu.sh/lzXwy/396b3c80a2.jpg
Don't like the rim of this extending down at all, if you got bounced and caught on this you're just gonna drop straight down instead of maybe being able to try and surf it somewhere.
http://puu.sh/lzXEZ/2debc205b8.jpg
Not sure if this sightline is intentional but you can basically see anybody who takes the lower route into lobby.
http://puu.sh/lzXNk/6ed1729133.jpg
Seems kinda weird to have the pill on this little piece of awkward ground when you could just as easily have it right next to the medium ammo. Though I would move both of them closer to the wall there if you do plan on doing that.
http://puu.sh/lzY0g/26c616bbfa.jpg
Probably too much ammo on second, I would probably remove the one directly next to the point so that if you need ammo when holding second you either have to take the risk and put yourself in the grassey area/their choke with the big pack or back up into lobby and be unable to fight for a bit.
http://puu.sh/lzY6p/f38d1668cc.jpg
Since this area was clipped off I imagine this is an unintentional spot.
http://puu.sh/lzY8Q/33f2f0da9f.jpg
Another area that seems a bit too large, typically these are the areas that people can get caught out in if they stay for too long but with how big this area is and how large the doors are it seems like it'd be pretty difficult to do it consistently.
http://puu.sh/lzYea/ccec7a925d.jpg
Pushing from this area seems like a nightmare since even a roamer could probably shut down a push by jumping over that small fence and spamming the area. Even if you did make it through anybody holding that area could easily jump back to highground at the crates on mid or the rocks.
Didn't have enough time to properly look over the map since Thanksgiving stuff is still somewhat going on. I'm liking the direction this map is taking and second seems to be the strongest area so far. Since it is alpha I imagine that a lot of stuff will be changing drastically in the next few versions to try and feel out what layout would work. Will probably edit this later when I do have a bit more time to look over stuff.
good job, looking forward to play it :)
a2a is darker than a1b, it feels like metalworks
it's pretty hard to get out of this spot: https://youtu.be/c6jEcKoAIUA (also on red side)
i've been making a couple of lobbies with this map, tons of fun!
great going you guys.
I am loving this map so far, tho I think there's a very few safe places for a medic to stand on the mid so its so easy to take him down.. Still very much fun to play the map!:)
I like the changes in mid for a2a but theres one thing I didn't like
The removal of the top entrance here
now pushing from/to second is way more chokey than before
otherwise loving the changes and the progress
edit: also last point doesnt seem to have any problem but when theres people there you can barely see them from how dark point is
http://imgur.com/k32tBLR
why is this here,
http://imgur.com/yy2czTz
it's not connected to anything visually.
http://imgur.com/jQvsDsc
this is a little weird, the trigger for the cap isn't very well notated by the hazard stripes. most other maps have them right over the strip or right inside it.
edit: sometimes i'm an idiot
https://i.imgur.com/fcSrnrV.jpg
Stuck behind prop, feet not touching the ground.
Any chance to get this map play-tested more (in EU)? I see a lot of potential in this
idk if this is intentional but you can walk up this fence along the bar on the right. I feel like it's probably intentional seeing how big the clipbrush is but maybe not
Phi -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 1/2/2016. The map will be played a couple of times throughout the day within our current rotation and we will be taking time after the map is played for players to come give input regarding the map.
WPJ
Power Pugs
Reckoner:
mid
- mid is too spread out, mid fights take forever
- sightlines are too big
- fall damage when dropping down to the mid point
second
- the underpart of second should be taken out
- take out hangover above the doors or at least a couple of them
last
- take out the part you can stand on behind the point
misc
- add more lighting, map seems dark
http://wikisend.com/download/414452/match-20160102-1214-cp_reckoner_a2a.dem
I actually really like the look of this map. The mid has some very dynamic and creative approaches. Second looks nice and original, it will be interesting to see how it plays out if it ends up being used in ESEA or ETF2L or whatever. Last point looks somewhat Process-inspired, but I think it is far too spacious. And as with all phi maps, I love to look at the potential for rollouts. I do think that a lot of the detailing needs to be reworked, I've found a lot of places where splash damage is getting absorbed so the angles probably need to be worked on for a bit of the clutter.
Can't wait to play this in the future though :)
Here's a well-deserved update to RECKONER.
cp_reckoner_a3
Changelog (not exhaustive):
Mid:
• Shortened by about 128u on each side (widthwise) and 600u on each end (lengthwise)
• Alt entrance from mid-lobby made smaller and changed slightly
• Height difference between high and low ground (point) shortened by about 96u
• Mid-lobby made smaller
• Added slight height positions for roamers jumping in through lower-connector
Second:
• Changed up lower grassy entrance from mid, now it splits into 2 entrances
• Added healthkit in lower grassy entrance
• Shifted entrance from lower lobby 45°
• Shortened the end closest to mid by 128u
• Moved point and hut over slightly
• Altered fencing
• Changed displacement work
• Moved around ammo kits near point
• Removed excess leftover clipping
Lobby
• Shortened length of lobby by about 112u
• Added slight detail
• Streamlined far left entrance to last for easier area clearing
Last
• Brightened point
• Removed area behind point to stand on
Screenshots:
http://tf2maps.net/attachments/2016-01-11_00001-jpg.10214/
http://tf2maps.net/attachments/2016-01-11_00002-jpg.10215/
http://tf2maps.net/attachments/2016-01-11_00003-jpg.10216/
http://tf2maps.net/attachments/2016-01-11_00004-jpg.10217/
http://tf2maps.net/attachments/2016-01-11_00005-jpg.10218/
http://tf2maps.net/attachments/2016-01-11_00006-jpg.10219/
http://tf2maps.net/attachments/2016-01-11_00007-jpg.10220/
I forgot to release this sooner. I apologize. Going to visit a close friend in England in 6 days so I figured I should get this out before that takes up a lot of time.
cp_reckoner_a4: the downsizing update
http://tf2maps.net/downloads/reckoner.974/download?version=2187
Changelog:
• pushed in sides of mid, all 4 sides
• moved rocks closer to the point on mid
• made flat areas beside mid smaller by 128u. added cover.
• moved around a little geometry on second due to resizing on mid.
• resized lobby a lot.
• resized last a lot.
• removed secret
• pushed sides of last in.. shortened right entrance from attacker's perspective
Screenshots: compare to the ones for a3 above:
http://tf2maps.net/attachments/2016-02-02_00001-jpg.11772/
http://tf2maps.net/attachments/2016-02-02_00002-jpg.11773/
http://tf2maps.net/attachments/2016-02-02_00003-jpg.11774/
http://tf2maps.net/attachments/2016-02-02_00004-jpg.11775/
http://tf2maps.net/attachments/2016-02-02_00005-jpg.11776/
http://tf2maps.net/attachments/2016-02-02_00006-jpg.11777/
http://tf2maps.net/attachments/2016-02-02_00007-jpg.11778/
I know there's the ESEA and ETF2L seasons going on right now which is why this hasn't got much (if any) testing, but I'm just sending out a reminder for anyone who wants to feedback this/pug it/whatever. I can't exactly update or detail this without player feedback, especially since a4 was such a huge update.
Cheers.
I saw a kaidus's streaming a mix on this map and one of the major thing i remember he said is (other than "Looking at cp_reckoner all I can think is see ya sunshine") that the liiiittle shutter door to second is a way too important to be THAT small.
PhiI know there's the ESEA and ETF2L seasons going on right now which is why this hasn't got much (if any) testing, but I'm just sending out a reminder for anyone who wants to feedback this/pug it/whatever. I can't exactly update or detail this without player feedback, especially since a4 was such a huge update.
Cheers.
Hello, keep up the good work, from what I saw in 5 minutes in, you are doing a really good job!
I come back later once i can collect my thoughts on the whole thing!
Ok your map hooked me in ;). One thing that I'll keep saying is that I personally hate the use of invisible walls to restrict some areas. It was a huge minus to me on sunshine, and you keep doing it on reckoner. Either you want someone to go to a somewhat reachable place, either you make that place visually unreachable. I think invisible walls are a poor solution.
Apologies if I say stuff that has been tested and ditched in previous versions too.
Last
I like your last a lot, to me it feels like an attack favored last, which is awesome!
http://puu.sh/noPi9/22e5604cd2.jpg
This might be the coolest thing I've seen in custom maps for a long time
Lobby
If i get your ideas behind this map correctly, you want to make the last tough to hold and the forward hold to be the go-to position. To do so I think you should add some health/ammo at this spot
http://puu.sh/noPBk/5812101f5a.jpg
and add a prop to climb over this fence :
http://puu.sh/noPEl/cf9caff5ab.jpg
so that it's possible to rotate around easily.
Second
WTF are those two buildings?
http://puu.sh/noPMp/8b015cdd70.jpg
Since you put invisible walls you don't want people there. the heights of both those things should then match with the higher unreachable wall/roof to clearly tell players they can't go there.
http://puu.sh/noPX1/adff16ea3c.jpg
What is the point of this area? If it's only to give scouts/sollies a trap spot then I don't really like it. You should carve a door to give access to lobby to make this a sort of balcony
http://puu.sh/noQ5V/0c3fdddf00.jpg
that would lead over there.
This door is VERY narrow, could you enlarge it (to the yellow can for example)?
http://puu.sh/noQa8/aac331ad95.jpg
http://puu.sh/noQjZ/29cfb3c932.jpg
http://puu.sh/noRZo/4bf5405504.jpg
Again invisible walls, very annoying :( Either make it reacheable, or change the design to something that does not look reachable.
http://puu.sh/noQqG/082ff8233e.jpg
I think you should try making these lamps solid to create cool hiding spots. It's also VERY ANNOYING to see a prop only to go through it in general. Same goes for this lamp :
http://puu.sh/noQvX/244aa33d20.jpg
http://puu.sh/noR6W/e8b729d31b.jpg
Sniper sightline issue there. You should add some kind of prop over there/tweak the roof to fix it.
http://puu.sh/noRaj/1d76e32fec.jpg
Second-to-mid zone
http://puu.sh/noQAZ/727c60552f.jpg
This pillar right there looks very weird. I think you should make it align with the prop it sits on/tweak its width.
There is this balcony that is reachable but with no way to be reached by non jumpy classes. I think you should add a ramp there
http://puu.sh/noQLj/5a5f8137d7.jpg
and carve a doorway. So now it creates a potential sniper issue :
http://puu.sh/noQOm/8dfb41c39e.jpg
To me the simplest fix would be to make the doorway I aim at a shutter door.
You can also add a ramp there to connect to the balcony to give defenders a way to reach this place:
http://puu.sh/noQYT/60688538e2.jpg
Mid
http://puu.sh/noS8m/9023168ff4.jpg
I can put stickies into this thing :(
http://puu.sh/noShi/505de46c01.jpg
Hole over here
http://puu.sh/noRi6/e5d91b9aae.jpg
A few issues there : the healthpack is just in a spam spot AND very close to the one on the low ground access just behind, and the red thing on the wall has an invisible wall you should remove to add some dodge option. You should move the healthpack around there:
http://puu.sh/noRpI/ba9ac0030e.jpg
or more on the right around the little ramp.
Make this lamp solid :
http://puu.sh/noRv4/22d1c9a319.jpg
I foresee mad soldiers bitching about their rockets go through this place, so please make it normal :
http://puu.sh/noRy4/9a7cb58e1b.jpg
Pretty cool idea if you ask me :
http://puu.sh/noRET/7659a99f18.jpg
Other than that I have to say it looks pretty fucking amazing! Give up your bad habit of invisible walls and I'll hug you :3
I have to disagree with you Twiggy. Having solid lamps literally above doors is ridiculous, especially if the only way of clearing it is to look straight up. On process you have a roof above sewer, but one can easily see you from the chokepoint and PC/IT area. (If you're pushing towards mid).
Making more hiding spots doesn't necessarily make a map better. Imagine if every window on the walls on granary would be solid, for instance.
CollaideI have to disagree with you Twiggy. Having solid lamps literally above doors is ridiculous, especially if the only way of clearing it is to look straight up. On process you have a roof above sewer, but one can easily see you from the chokepoint and PC/IT area. (If you're pushing towards mid).
Making more hiding spots doesn't necessarily make a map better. Imagine if every window on the walls on granary would be solid, for instance.
Well it's a point of view for sure, maybe it's just me but since you talk about granary, i feel like lots of hiding spots have been removed from the pro version. I'm not saying these spots were good but they were at least usable once in a while.
All i'm wishing for is visual coherence. If you see a prop, then don't go through it. If it's only there to create lighting, maybe there's another way of lighting the area that does not trick the player into trying to jump on the lamp (ex : a high placed spot like on snakewater second)
I recently played a decent level pug on reckoner the other day on Pug champ.
I honestly really liked the flow of the map, lots of good push options even though some of the entrances are chokey. I think its a lot a good size and I really REALLY like that there is finally a map that really favors the attackers for the last point (besides badlands). Some people are concerned about sniper sight lines but even though there are some crazy sight lines a lot of them are really impractical and easily countered I feel.
My only criticism is there are a lot of random terrain this isn't necessary, mostly on the 2nd point. And just some weird clipping issues and stuff.
Logs if interested http://logs.tf/1295338?highlight=76561197994364738
my POV of the game (pocket soldier) https://drive.google.com/file/d/0B8U0ZmIhwVR7TEZ5WmpFQ0R0SEk/view?usp=sharing
Thank you for all the feedback, especially the POV of your game, lucrative. I'm expecting an a5 out in the next few weeks, hopefully I can get more a4 pugs played and more feedback - and more demos, especially, before a5 comes out.
Good stuff.