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cp_evergreen
1
#1
1 Frags +

Thoughts?

http://www.youtube.com/watch?v=pfAv_LSUxLc

http://forums.tf2maps.net/showthread.php?t=18367

Thoughts?

http://www.youtube.com/watch?v=pfAv_LSUxLc

http://forums.tf2maps.net/showthread.php?t=18367
2
#2
0 Frags +

It seems large and like there's a lot of routes between each point (reminds me of foundry); Aside from that, I like the architecture quite a bit. I'd need to see it ingame to judge well enough.

It seems large and like there's a lot of routes between each point (reminds me of foundry); Aside from that, I like the architecture quite a bit. I'd need to see it ingame to judge well enough.
3
#3
0 Frags +

It's an awful map and no one has had fun on it so far

It's an awful map and no one has had fun on it so far
4
#4
1 Frags +

Yeah it seems really wide open with a LOT of routes, flank heaven. There doesn't look to be any crazy points that'd be hard to push out of/defend. Both 2nd points are a little inaccessible to Scouts/Medics.

Yeah it seems really wide open with a LOT of routes, flank heaven. There doesn't look to be any crazy points that'd be hard to push out of/defend. Both 2nd points are a little inaccessible to Scouts/Medics.
5
#5
2 Frags +

I played a version of this in a pug at one point -- it was basically a mix of a bunch of small halls which were impossible to watch and awkwardly long/large areas (particularly around 2). I think this makes sense for a pub map, but it didn't make sense for 6's.

I played a version of this in a pug at one point -- it was basically a mix of a bunch of small halls which were impossible to watch and awkwardly long/large areas (particularly around 2). I think this makes sense for a pub map, but it didn't make sense for 6's.
6
#6
0 Frags +

I got a triple backstab as spy on this map in a new map pug

good map

I got a triple backstab as spy on this map in a new map pug

good map
7
#7
2 Frags +

It's fun for scouts and the roamer because there are several huge flanks and it's impossible for a team to watch them all.

It's fun for scouts and the roamer because there are several huge flanks and it's impossible for a team to watch them all.
8
#8
5 Frags +

i played against weeble and bloodsire on this map.... it's pretty sniper friendly to say the least

i played against weeble and bloodsire on this map.... it's pretty sniper friendly to say the least
9
#9
2 Frags +

not good yet, maybe in the future, but not now.

not good yet, maybe in the future, but not now.
10
#10
1 Frags +

last pic in the list looks like he smashed snakewater 2nd and follower mid together and called it a day

last pic in the list looks like he smashed snakewater 2nd and follower mid together and called it a day
11
#11
3 Frags +

alot of these new maps are wayyyyyyyyyyy too big and wide open (see cp_ashville_b6)

alot of these new maps are wayyyyyyyyyyy too big and wide open (see cp_ashville_b6)
12
#12
-1 Frags +

blame tf2maps.net "scaling lessons" trying to prevent another mach4 from happening

blame tf2maps.net "scaling lessons" trying to prevent another mach4 from happening
13
#13
0 Frags +

It looks like it'd be better on HL than 6s

It looks like it'd be better on HL than 6s
14
#14
3 Frags +

I've played a few pugs on this map. In my opinion, it's not on the same level as other new comp maps like process or even ashville, but is not a hopeless case either.

The first thing you'll probably notice upon loading this map is that it's fairly ugly. That's because the entire map, from one spawn to the other, is composed of pretty much nothing but wooden boxes and walkways. There's no variation of theme and there's nothing interesting to catch your eye and stand out.

The ugliness issue sort of plays into my second point, which is that a lot of the map is composed of small rooms or corridors. In particular the area between spawn and second is just a bunch of semiconnected little rooms. Explosive damage classes will love these little chokes, as they render scouts completely useless in those areas.

The abundance of small areas also makes the map a lot more confusing than it needs to be. With so many possible routes, it's difficult to know where one should be going to get somewhere or watching to prevent a flank. More importantly, possible routes are often not obvious. It's also difficult to comm positions on this map, meaning teamwork tends to go out the window.

Re: concerns about scale, that is not a big issue in my opinion. It takes about as long to walk between points as it does on granary. However, it does take longer than average to rollout to mid, because so much of the map is indoors.

In summary, evergreen has potential as a competitive map. It should be cleaned up, with some small areas replaced by larger, more visible routes, and other vestigial features removed entirely. In addition, the map should be restyled significantly to remove excessive structures and make it actually fit its name.

I've played a few pugs on this map. In my opinion, it's not on the same level as other new comp maps like process or even ashville, but is not a hopeless case either.

The first thing you'll probably notice upon loading this map is that it's fairly ugly. That's because the entire map, from one spawn to the other, is composed of pretty much nothing but wooden boxes and walkways. There's no variation of theme and there's nothing interesting to catch your eye and stand out.

The ugliness issue sort of plays into my second point, which is that a lot of the map is composed of small rooms or corridors. In particular the area between spawn and second is just a bunch of semiconnected little rooms. Explosive damage classes will love these little chokes, as they render scouts completely useless in those areas.

The abundance of small areas also makes the map a lot more confusing than it needs to be. With so many possible routes, it's difficult to know where one should be going to get somewhere or watching to prevent a flank. More importantly, possible routes are often not obvious. It's also difficult to comm positions on this map, meaning teamwork tends to go out the window.

Re: concerns about scale, that is not a big issue in my opinion. It takes about as long to walk between points as it does on granary. However, it does take longer than average to rollout to mid, because so much of the map is indoors.

In summary, evergreen has potential as a competitive map. It should be cleaned up, with some small areas replaced by larger, more visible routes, and other vestigial features removed entirely. In addition, the map should be restyled significantly to remove excessive structures and make it actually fit its name.
15
#15
6 Frags +

I agree that this map has potential and It would probably only take a little bit of tweaking and simplification of a handful of areas to make this an enjoyable map. I would love to know if the map maker is currently interested in making it a competitively-focused map. Also until the last point gets some work (spawn positioning mostly) it is kind of unplayable.

I agree that this map has potential and It would probably only take a little bit of tweaking and simplification of a handful of areas to make this an enjoyable map. I would love to know if the map maker is currently interested in making it a competitively-focused map. Also until the last point gets some work (spawn positioning mostly) it is kind of unplayable.
16
#16
4 Frags +

This map was updated quite recently. A few pugs might be a good idea to see if it is ready for the competitive scene or not. Changes from the changelog:

- Increased width on platforms at Last cp. Added a high see-through fence/cover and also connected the right and left bridges together for easier movement overall.
- Added a second floor to the small house next to the first spawnroom.
- First spawn moved back 256 units. Makes it harder to duck into the spawn for cover when defending last.
- Spawntimes reduced by .5 seconds
- A lot of new textures, and subtle variations of shades on all red/blu textures. Less wood and more concrete and metal.
- General detailing and clipping, the usual stuff.
- Less geometry 'popping' though weird areaportals, I hope. This is really hard to eliminate completely and still keep a good framerate.

This map was updated quite recently. A few pugs might be a good idea to see if it is ready for the competitive scene or not. Changes from the changelog:

- Increased width on platforms at Last cp. Added a high see-through fence/cover and also connected the right and left bridges together for easier movement overall.
- Added a second floor to the small house next to the first spawnroom.
- First spawn moved back 256 units. Makes it harder to duck into the spawn for cover when defending last.
- Spawntimes reduced by .5 seconds
- A lot of new textures, and subtle variations of shades on all red/blu textures. Less wood and more concrete and metal.
- General detailing and clipping, the usual stuff.
- Less geometry 'popping' though weird areaportals, I hope. This is really hard to eliminate completely and still keep a good framerate.
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