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Air Raid! A Frontline 5 cp needs YOUR HELP!
1
#1
0 Frags +

Hello everyone,

My name is BlitzVS, I am a scout main and a semi new mapper from tf2maps. I am currently working on a project called cp_airraid for the "Frontline!" community project. Air Raid is a 5 control point map based of of maps such as Sunshine, Badlands, Process, and Snakewater along with being created for competitive 6 v 6 format.

(Some images of the map so far)

http://imgur.com/a/qry2s

http://imgur.com/a/PSMrx

http://imgur.com/a/zPxHh

I am looking for feedback regarding layout, health pack placement, and general opinions on this map. Currently the version of this map is on A9

Show Content
Alpha Stage: Version 9

and as the map updates, this thread will update as well. If you decide to leave feedback please leave it either in this thread or the tf2maps thread provided. If you run the map on any server, please leave a demo file of the map being play tested.

Link to the tf2maps post: https://tf2maps.net/downloads/cp_airraid.2086/

Thank you for helping me,
BlitzVS

(all individuals who help with feedback will be credited in the special thanks section on both the forum post and the Steam community page when the map hits the Release Candidate stages of development)

EDIT: Updated to A9! Alot has changed... Lets get to it!

Hello everyone,

My name is BlitzVS, I am a scout main and a semi new mapper from tf2maps. I am currently working on a project called cp_airraid for the "Frontline!" community project. Air Raid is a 5 control point map based of of maps such as Sunshine, Badlands, Process, and Snakewater along with being created for competitive 6 v 6 format.

(Some images of the map so far)

[img]http://imgur.com/a/qry2s[/img] [img]http://imgur.com/a/PSMrx[/img] [img]http://imgur.com/a/zPxHh[/img]

I am looking for feedback regarding layout, health pack placement, and general opinions on this map. Currently the version of this map is on A9 [spoiler]Alpha Stage: Version 9[/spoiler] and as the map updates, this thread will update as well. If you decide to leave feedback please leave it either in this thread or the tf2maps thread provided. If you run the map on any server, please leave a demo file of the map being play tested.

Link to the tf2maps post: https://tf2maps.net/downloads/cp_airraid.2086/

Thank you for helping me,
BlitzVS

(all individuals who help with feedback will be credited in the special thanks section on both the forum post and the Steam community page when the map hits the Release Candidate stages of development)

EDIT: Updated to A9! Alot has changed... Lets get to it!
2
#2
4 Frags +

i will make sure console adds this to the New Maps Pug group. Looks good so far!

i will make sure console adds this to the New Maps Pug group. Looks good so far!
3
#3
refresh.tf
1 Frags +

Judging by the screenshots, there are many long sightlines, which are good for sniper. I will try run around it and give more feedback at a later time.

Judging by the screenshots, there are many long sightlines, which are good for sniper. I will try run around it and give more feedback at a later time.
4
#4
7 Frags +

Here's some stuff that I feel need to be fixed:

One of the big glaring issues I found is the amount of long sniper sightlines that there is. It's very bad for anyone that isn't a sniper, as the sniper will be way back in the backline and he'll be hard to spot. This also means that ubers will have to be popped very early to avoid getting dropped and essentially gives the defending team advantages.

Some notable examples

http://i.imgur.com/uvTWa7e.jpg

http://i.imgur.com/O6ZT0C7.jpg

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

http://i.imgur.com/FwvyRl9.jpg

Adjusting the choke points and adding props is the best way to negate these sitelines. You want your sniper to work for that kill, and not a cheese shot through an easy sightline.

Now some other stuff that I suggest

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

This doorway is too narrow. Making it wider will reduce the spam that comes through that choke.

http://i.imgur.com/0RjMIRj.jpg

I feel adding stairs or a ramp where I'm looking at will make this room a lot easier.

http://i.imgur.com/Rd6TTFh.jpg

This area needs some lighting.

Here's some stuff that I feel need to be fixed:

One of the big glaring issues I found is the amount of long sniper sightlines that there is. It's very bad for anyone that isn't a sniper, as the sniper will be way back in the backline and he'll be hard to spot. This also means that ubers will have to be popped very early to avoid getting dropped and essentially gives the defending team advantages.

Some notable examples

[img]http://i.imgur.com/uvTWa7e.jpg[/img]

[img]http://i.imgur.com/O6ZT0C7.jpg[/img]

[img]http://i.imgur.com/vUNBQcH.jpg[/img]

[img]http://i.imgur.com/FwvyRl9.jpg[/img]

Adjusting the choke points and adding props is the best way to negate these sitelines. You want your sniper to work for that kill, and not a cheese shot through an easy sightline.

Now some other stuff that I suggest

[img]http://i.imgur.com/oxTkYdd.jpg[/img]

This doorway is too narrow. Making it wider will reduce the spam that comes through that choke.

[img]http://i.imgur.com/0RjMIRj.jpg[/img]

I feel adding stairs or a ramp where I'm looking at will make this room a lot easier.

[img]http://i.imgur.com/Rd6TTFh.jpg[/img]

This area needs some lighting.
5
#5
4 Frags +
SnivyHere's some stuff that I feel need to be fixed:

One of the big glaring issues I found is the amount of long sniper sightlines that there is. It's very bad for anyone that isn't a sniper, as the sniper will be way back in the backline and he'll be hard to spot. This also means that ubers will have to be popped very early to avoid getting dropped and essentially gives the defending team advantages.

Some notable examples

http://i.imgur.com/uvTWa7e.jpg

http://i.imgur.com/O6ZT0C7.jpg

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

http://i.imgur.com/FwvyRl9.jpg

Adjusting the choke points and adding props is the best way to negate these sitelines. You want your sniper to work for that kill, and not a cheese shot through an easy sightline.

Now some other stuff that I suggest

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

This doorway is too narrow. Making it wider will reduce the spam that comes through that choke.

http://i.imgur.com/0RjMIRj.jpg

I feel adding stairs or a ramp where I'm looking at will make this room a lot easier.

http://i.imgur.com/Rd6TTFh.jpg

This area needs some lighting.

Thanks for the feedback!

I completely agree and I will try to fix that room and its doorway, Another thing you mentioned is the sightlines, I am working on breaking those so snipers aren't as powerful in the future!

-Added to Special Thanks credits coming in A9-

[quote=Snivy]Here's some stuff that I feel need to be fixed:

One of the big glaring issues I found is the amount of long sniper sightlines that there is. It's very bad for anyone that isn't a sniper, as the sniper will be way back in the backline and he'll be hard to spot. This also means that ubers will have to be popped very early to avoid getting dropped and essentially gives the defending team advantages.

Some notable examples

[img]http://i.imgur.com/uvTWa7e.jpg[/img]

[img]http://i.imgur.com/O6ZT0C7.jpg[/img]

[img]http://i.imgur.com/vUNBQcH.jpg[/img]

[img]http://i.imgur.com/FwvyRl9.jpg[/img]

Adjusting the choke points and adding props is the best way to negate these sitelines. You want your sniper to work for that kill, and not a cheese shot through an easy sightline.

Now some other stuff that I suggest

[img]http://i.imgur.com/oxTkYdd.jpg[/img]

This doorway is too narrow. Making it wider will reduce the spam that comes through that choke.

[img]http://i.imgur.com/0RjMIRj.jpg[/img]

I feel adding stairs or a ramp where I'm looking at will make this room a lot easier.

[img]http://i.imgur.com/Rd6TTFh.jpg[/img]

This area needs some lighting.[/quote]

Thanks for the feedback!

I completely agree and I will try to fix that room and its doorway, Another thing you mentioned is the sightlines, I am working on breaking those so snipers aren't as powerful in the future!

-Added to Special Thanks credits coming in A9-
6
#6
refresh.tf
8 Frags +

http://i.imgur.com/iSfo8Bj.jpg

The skybox is pretty low. You bump it with your head if you sticky-jump with ONE stickybomb!

http://i.imgur.com/Z8dqnh5.jpg

You need to allign stuff like this

http://i.imgur.com/CD16lIl.jpg

This makes the map non-symmetrical. You should consider putting the health kit in the middle and splitting the ammobox into two (one for each entrance to the area under the point).

http://i.imgur.com/9mdI6l6.jpg

The roof is probably not tall enough in this room. If you have height differences (@the ramp) you generally need to have the roof higher up to allow for people to move around properly.

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

This roof also needs to be moved up (same reason)

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

You almost can't jump here (i'm fairly certain scouts can't double jump without bumping their heads). Needless to say, roof needs to be higher up.

http://i.imgur.com/9dBS36v.jpg

This doorway seems really narrow

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

You can see through the rooves of buildings into each room.

http://i.imgur.com/dRI5ZRN.jpg

This sightline was already pointed out, but it's even worse if you can stand in this room and look out.

http://i.imgur.com/dDpR8SX.jpg

I would clip stuff like this

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

Sightline

http://i.imgur.com/pRxaw40.jpg

Two medium healthkits too close to each other

http://i.imgur.com/6ft7J2R.jpg

This doorway is really narrow

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

This intersection makes for a pretty sloppy design imo. I guess it could work but 3/4 doorways are fairly narrow so you would need to make them larger (watch out for sightlines)

http://i.imgur.com/M7lzJna.jpg

The control point seems really crowded and with barely any space two move around (which can be OK in some instances, perhaps if there are enought ways to get inside the building (and if they're large enough [see cp_sunshine mid])

Please don't take my feedback as insults!
Thanks
-Collaide

[img]http://i.imgur.com/iSfo8Bj.jpg[/img]
The skybox is pretty low. You bump it with your head if you sticky-jump with ONE stickybomb!
[img]http://i.imgur.com/Z8dqnh5.jpg[/img]
You need to allign stuff like this
[img]http://i.imgur.com/CD16lIl.jpg[/img]
This makes the map non-symmetrical. You should consider putting the health kit in the middle and splitting the ammobox into two (one for each entrance to the area under the point).
[img]http://i.imgur.com/9mdI6l6.jpg[/img]
The roof is probably not tall enough in this room. If you have height differences (@the ramp) you generally need to have the roof higher up to allow for people to move around properly.
[img]http://i.imgur.com/pjfjDWo.jpg[/img]
This roof also needs to be moved up (same reason)
[img]http://i.imgur.com/IEKbDLI.jpg[/img]
You almost can't jump here (i'm fairly certain scouts can't double jump without bumping their heads). Needless to say, roof needs to be higher up.
[img]http://i.imgur.com/9dBS36v.jpg[/img]
This doorway seems really narrow
[img]http://i.imgur.com/GAPsVTY.jpg[/img]
You can see through the rooves of buildings into each room.
[img]http://i.imgur.com/dRI5ZRN.jpg[/img]
This sightline was already pointed out, but it's even worse if you can stand in this room and look out.
[img]http://i.imgur.com/dDpR8SX.jpg[/img]
I would clip stuff like this
[img]http://i.imgur.com/ZXGrTpY.jpg[/img]
Sightline
[img]http://i.imgur.com/pRxaw40.jpg[/img]
Two medium healthkits too close to each other
[img]http://i.imgur.com/6ft7J2R.jpg[/img]
This doorway is really narrow
[img]http://i.imgur.com/xFYzllz.jpg[/img]
This intersection makes for a pretty sloppy design imo. I guess it could work but 3/4 doorways are fairly narrow so you would need to make them larger (watch out for sightlines)
[img]http://i.imgur.com/M7lzJna.jpg[/img]
The control point seems really crowded and with barely any space two move around (which can be OK in some instances, perhaps if there are enought ways to get inside the building (and if they're large enough [see cp_sunshine mid])

Please don't take my feedback as insults!
Thanks
-Collaide
7
#7
2 Frags +

AirRaid Has Updated!

Special Thanks to Collaid & Snivy for helping with the feedback for the last version!

AirRaid Has Updated!

Special Thanks to Collaid & Snivy for helping with the feedback for the last version!
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