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cp_relic
1
#1
0 Frags +

A submission to Beater's competitive map making contest. 5CP with a layout similar to process/sunshine.

Current version: a4
Download: https://tf2maps.net/downloads/relic.5761/

Screens (some outdated)
last
2nd
another angle
mid
another angle
mid flank
2nd to mid connector
overview

Feedback would be really appreciated, as there's only time until march 16th to finish the map. If there's areas that flow badly or seem unfun to play, or any other problems, feel free to post your thoughts!

A submission to Beater's competitive map making contest. 5CP with a layout similar to process/sunshine.

[b]Current version:[/b] a4
[b]Download:[/b] https://tf2maps.net/downloads/relic.5761/

Screens (some outdated)
[url=https://imgur.com/a/t02w5]last[/url]
[url=https://imgur.com/a/R8nCs]2nd[/url]
[url=https://imgur.com/a/gveRs]another angle[/url]
[url=https://imgur.com/a/ZIEX7]mid[/url]
[url=https://imgur.com/a/nouJK]another angle[/url]
[url=https://imgur.com/a/AERrM]mid flank[/url]
[url=https://imgur.com/a/07M3Y]2nd to mid connector[/url]
[url=https://imgur.com/a/Sf187]overview[/url]

Feedback would be really appreciated, as there's only time until march 16th to finish the map. If there's areas that flow badly or seem unfun to play, or any other problems, feel free to post your thoughts!
2
#2
5 Frags +

I like the mids so far, I can kinda see metalworks-esque roamer high bombs coming from those square walls on the far sides

i see last points being slightly awkward to play, the paths leading from lobby and flank to last look like they'd be particularly easy to spam out on defense

the last point feels really claustrophobic and i don't see uber kiting on defense as something you'd be able to do particularly well here

on the flipside the ceiling on last feels somewhat low and might end up deterring soldiers from jumping in on last pushes (unless that is intentional)

that's not to say that i don't like the lasts, they remind me of a mix between snake last and gully last, just heavily condensed

for comprehension and/or viewership's sake, would it be possible to get blue and red colors/tones/decals in the lobby area? i understand and kinda like the temple design but i can't really tell the two apart from the inside

i'd certainly be willing to pug this map and see if any of the changes i suggested are actually necessary or not

I like the mids so far, I can kinda see metalworks-esque roamer high bombs coming from those square walls on the far sides

i see last points being slightly awkward to play, the paths leading from lobby and flank to last look like they'd be particularly easy to spam out on defense

the last point feels really claustrophobic and i don't see uber kiting on defense as something you'd be able to do particularly well here

on the flipside the ceiling on last feels somewhat low and might end up deterring soldiers from jumping in on last pushes (unless that is intentional)

that's not to say that i don't like the lasts, they remind me of a mix between snake last and gully last, just heavily condensed

for comprehension and/or viewership's sake, would it be possible to get blue and red colors/tones/decals in the lobby area? i understand and kinda like the temple design but i can't really tell the two apart from the inside

i'd certainly be willing to pug this map and see if any of the changes i suggested are actually necessary or not
3
#3
4 Frags +

You raise good points. The last/lobby area is also what I'm most unhappy with so far. I'll most likely end up redesigning those from scratch, and with more color coding.

You raise good points. The last/lobby area is also what I'm most unhappy with so far. I'll most likely end up redesigning those from scratch, and with more color coding.
4
#4
0 Frags +

I've jumped around as soldier a bit and come to the conclusion that the map is a bit too big between points, especially if you're on the defensive. Let's say you wipe their push, and as a soldier you start moving from near the point straight to the cap. A reasonable amount of jumps and speed gets you to the second point in 10 seconds, when at least half the spawn wave timer has elapsed for those who just died at the very end of the fight.

Conversely, I pushed from the forward spawn on mid to the second point with soldier, and found 2 routes that actually get you to the chokes/front lines of second within 7 seconds.

I did a video but it didn't record audio :/

Basically: make the map smaller, make the second point easier for other classes to use, the lower part of the cap on second is a death trap for any class that isn't explosive or scout. Sightlines are too big, map takes too much space from last to second (1.5 times longer than Granary Last to Granary Second maybe).

Keep working on the mid. It's a great start, but the sightline from spawn is too strong for sniper in forward.

I've jumped around as soldier a bit and come to the conclusion that the map is a bit too big between points, especially if you're on the defensive. Let's say you wipe their push, and as a soldier you start moving from near the point straight to the cap. A reasonable amount of jumps and speed gets you to the second point in 10 seconds, when at least half the spawn wave timer has elapsed for those who just died at the very end of the fight.

Conversely, I pushed from the forward spawn on mid to the second point with soldier, and found 2 routes that actually get you to the chokes/front lines of second within 7 seconds.

I did a video but it didn't record audio :/

Basically: make the map smaller, make the second point easier for other classes to use, the lower part of the cap on second is a death trap for any class that isn't explosive or scout. Sightlines are too big, map takes too much space from last to second (1.5 times longer than Granary Last to Granary Second maybe).

Keep working on the mid. It's a great start, but the sightline from spawn is too strong for sniper in forward.
5
#5
0 Frags +

This is very pretty idk how it plays but asthetically you did a really nice job here man. It looks refreshing compared to the concrete and red dusty rock in most comp maps

This is very pretty idk how it plays but asthetically you did a really nice job here man. It looks refreshing compared to the concrete and red dusty rock in most comp maps
6
#6
0 Frags +

playtest!
https://tf2center.com/lobbies/908265
nvm

playtest!
[s]https://tf2center.com/lobbies/908265[/s]
nvm
7
#7
4 Frags +

Alright after a week of work I've put out a new version. The map has a completely different mid and last now. As for the last, I didn't get to put as much time and energy on it as I wanted, as Beater's probably going to run another test pug in the next few days. If it plays badly I plan to spend the next week working on that. The mid is now less open and scout-centric, hopefully it has potential now.
Please do share your thoughts on the changes!

Screens
last
2nd
another angle
mid
another angle
mid flank
2nd to mid connector
overview

Alright after a week of work I've put out a new version. The map has a completely different mid and last now. As for the last, I didn't get to put as much time and energy on it as I wanted, as Beater's probably going to run another test pug in the next few days. If it plays badly I plan to spend the next week working on that. The mid is now less open and scout-centric, hopefully it has potential now.
Please do share your thoughts on the changes!

Screens
[url=https://imgur.com/a/t02w5]last[/url]
[url=https://imgur.com/a/R8nCs]2nd[/url]
[url=https://imgur.com/a/gveRs]another angle[/url]
[url=https://imgur.com/a/ZIEX7]mid[/url]
[url=https://imgur.com/a/nouJK]another angle[/url]
[url=https://imgur.com/a/AERrM]mid flank[/url]
[url=https://imgur.com/a/07M3Y]2nd to mid connector[/url]
[url=https://imgur.com/a/Sf187]overview[/url]
8
#8
1 Frags +

You can cap mid from on top of the little hut, not sure but I think it'd be maybe best if you can't.

Also the rollout for soldier is very nice, having the huge skybox on mid is sick.

You can cap mid from on top of the little hut, not sure but I think it'd be maybe best if you can't.

Also the rollout for soldier is very nice, having the huge skybox on mid is sick.
9
#9
1 Frags +

New version's ready. Changes:
-reworked last point
-made mid significantly smaller
-replaced mid shack with a monument thingy
-additional plank ramp on 2nd point

New version's ready. Changes:
-reworked last point
-made mid significantly smaller
-replaced mid shack with a monument thingy
-additional plank ramp on 2nd point
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