Upvote Upvoted 69 Downvote Downvoted
1 2 3 4
cp_propaganda (5cp)
61
#61
4 Frags +

b10 update:
fixed a few places that would stop you when walking over them
removed barrels on mid so people dont get baited trying to get on top of them
detailing at spawn :)

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17143
Screenshots: https://tf2maps.net/downloads/propaganda.1927/ (because imgur is being dumb)

b10 update:
fixed a few places that would stop you when walking over them
removed barrels on mid so people dont get baited trying to get on top of them
detailing at spawn :)

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17143
[b]Screenshots:[/b] https://tf2maps.net/downloads/propaganda.1927/ (because imgur is being dumb)
62
#62
8 Frags +

b11 update:
fixed this clipping on mid. (my bad) https://i.imgur.com/DhNzFwh.jpg
adde crystals to cave https://i.imgur.com/jbOS5Iq.jpg

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17174
Screenshots: https://imgur.com/a/gPfw58l

b11 update:
fixed this clipping on mid. (my bad) https://i.imgur.com/DhNzFwh.jpg
adde crystals to cave https://i.imgur.com/jbOS5Iq.jpg

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17174
[b]Screenshots:[/b] https://imgur.com/a/gPfw58l
63
#63
11 Frags +

CRYSTALS POG

CRYSTALS POG
64
#64
2 Frags +

cool aztec theme on tikal, it's something sadly underused among the official map pool

cool aztec theme on tikal, it's something sadly underused among the official map pool
65
#65
2 Frags +
lucrativeCRYSTALS POG

Never took Luc for a man hooked on crystal.

[quote=lucrative]CRYSTALS POG[/quote]

Never took Luc for a man hooked on crystal.
66
#66
5 Frags +

b12 update:
fixed a few small clipping and visual issues
added stalagmites and stalactites to the caves

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17191
Screenshots: https://imgur.com/a/gPfw58l

b12 update:
fixed a few small clipping and visual issues
added [url=https://i.imgur.com/SOqPxdn.jpg]stalagmites[/url] and [url=https://i.imgur.com/a1yAavZ.jpg]stalactites[/url] to the caves

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17191
[b]Screenshots:[/b] https://imgur.com/a/gPfw58l
67
#67
7 Frags +

STALAGMITES POG

STALAGMITES POG
68
#68
9 Frags +

stalagmites are rock formations for pussies

Show Content
this post sponsored by stalactite gang

seriously though this map looks really cool, can't wait to see matches on it

stalagmites are rock formations for pussies
[spoiler]this post sponsored by stalactite gang[/spoiler]


seriously though this map looks really cool, can't wait to see matches on it
69
#69
4 Frags +

b12a update:
fixed shutter on mid opening from porch above

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17212
Screenshots: https://imgur.com/a/gPfw58l

b12a update:
fixed shutter on mid opening from porch above

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17212
[b]Screenshots:[/b] https://imgur.com/a/gPfw58l
70
#70
5 Frags +

b13 update:
Added some hint brushes just in case. (Optimization should be greatly improved if you're using a toaster.)

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17264
Screenshots: https://imgur.com/a/gPfw58l

b13 update:
Added some hint brushes just in case. (Optimization should be greatly improved if you're using a toaster.)

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17264
[b]Screenshots:[/b] https://imgur.com/a/gPfw58l
71
#71
6 Frags +
QuantumBarberb13 update:
Added some hint brushes just in case. (Optimization should be greatly improved if you're using a toaster.)

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17264
Screenshots: https://imgur.com/a/gPfw58l

Love it. Optimization is one of the single most frustrating things in mapmaking. If you still run into issues, you might want to look into fade distances on props / etc if stuff is still rendering obnoxiously.

I've never noted issues myself.

[quote=QuantumBarber]b13 update:
Added some hint brushes just in case. [b](Optimization should be greatly improved if you're using a toaster.)[/b]

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17264
[b]Screenshots:[/b] https://imgur.com/a/gPfw58l[/quote]

Love it. Optimization is one of the single most frustrating things in mapmaking. If you still run into issues, you might want to look into fade distances on props / etc if stuff is still rendering obnoxiously.

I've never noted issues myself.
72
#72
3 Frags +
Hyce
Love it. Optimization is one of the single most frustrating things in mapmaking. If you still run into issues, you might want to look into fade distances on props / etc if stuff is still rendering obnoxiously.

I've never noted issues myself.

Thanks, hyce. I've been avoiding setting prop fade distances like the plague until I find out which ones are being too problematic, because tweaking each prop individually sounds like hell.

If anybody wants to see the difference in optimization from b12a to b13, I went ahead and took some wireframe screenshots to give an idea of the difference. https://imgur.com/a/dZYDjhi Wireframe is a bit hard to read if you're not familiar with the map, but basically less lines is better.

[quote=Hyce]

Love it. Optimization is one of the single most frustrating things in mapmaking. If you still run into issues, you might want to look into fade distances on props / etc if stuff is still rendering obnoxiously.

I've never noted issues myself.[/quote]
Thanks, hyce. I've been avoiding setting prop fade distances like the plague until I find out which ones are being too problematic, because tweaking each prop individually sounds like hell.

If anybody wants to see the difference in optimization from b12a to b13, I went ahead and took some wireframe screenshots to give an idea of the difference. [url=https://imgur.com/a/dZYDjhi]https://imgur.com/a/dZYDjhi[/url] Wireframe is a bit hard to read if you're not familiar with the map, but basically less lines is better.
73
#73
3 Frags +

b14 update:
fixed this issue :^) https://clips.twitch.tv/AbstemiousBrainySardineWow

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17301
Screenshots: https://imgur.com/a/gPfw58l

b14 update:
fixed this issue :^) https://clips.twitch.tv/AbstemiousBrainySardineWow

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17301
[b]Screenshots:[/b] https://imgur.com/a/gPfw58l
74
#74
8 Frags +

=

=
75
#75
refresh.tf
9 Frags +

I like your map and here are the minor issues I found

There's a fun clipping issue shown in the following video (much easier to reach as demo)

https://youtu.be/cGqPgFEYsLA

These stairs could be improved by some ramp clipping

https://i.imgur.com/u8G4UTg.jpg

Here too

https://i.imgur.com/n9TTyAo.jpg

You can stand up here which could be undesirable, not sure

https://i.imgur.com/XmvYy3A.jpg

Maybe this bit needs a clipping ramp

https://i.imgur.com/j4Qlz2u.jpg

Theres a strange change of lighting/texture near spawn

https://i.imgur.com/TB8Ufgw.jpg

The towers are missing their spikey bits when viewed from second

https://i.imgur.com/X8C82q4.jpg

The towers are also missing a chunk when viewed from last

https://i.imgur.com/95d0JBe.jpg

The thin face shown here shouldn't be completely black

https://i.imgur.com/xYT11ko.jpg

Same here

https://i.imgur.com/mnr4aMR.jpg

Same here, and typically a different texture is used for spawn doors because they look weird with 2 red circles. Also the red forward spawn on mid has no such overlay, and the last spawns use the normal texture

https://i.imgur.com/RCdDBAm.jpg

This brush has the wrong texture and it looks like there is some off grid geometry

https://i.imgur.com/wOCk4yu.jpg

You can stand here

https://i.imgur.com/gyRK0RV.jpg

This plank is missing a texture when viewed from underneath

https://i.imgur.com/EoiruTq.jpg

Two textures appear to meet here instead of blend into one

https://i.imgur.com/g6tZrqX.jpg

I like that there is a smoke particle effect but it looks more like a slinky

https://i.imgur.com/9KEfT0r.jpg

The paper decals are nice but it looks weird where they go into a wall

https://i.imgur.com/Xxf7gVR.jpg

This type of shutter looks visually great but with such a low ceiling it can make it extra difficult to check for sticky traps, not sure whether this is worth addressing

https://i.imgur.com/m687IqQ.jpg

You can hit your head on these parts when jumping / surfing rockets

https://i.imgur.com/RvaItmH.jpg

https://i.imgur.com/06i0sSM.jpg

https://i.imgur.com/cBZGBfS.jpg

Clipping could artificially lower the ceilings here to prevent horizontal jump velocity from being stopped in what many consider to be a non-intuitive way

https://i.imgur.com/GllMUc3.jpg

https://i.imgur.com/taEkx0D.jpg

https://i.imgur.com/ohm86aY.jpg

Clipping around the following parts is awkward (vertical ramps needed):

https://i.imgur.com/ai3313s.jpg

https://i.imgur.com/eLX2rtP.jpg

https://i.imgur.com/byLCDD1.jpg

https://i.imgur.com/PuYKBOQ.jpg

https://i.imgur.com/WwczwNe.jpg

The spawns have these light leaking issues (might need to zoom in for the first one):

https://i.imgur.com/ETSjkKV.jpg

https://i.imgur.com/EvTeR0q.jpg

https://i.imgur.com/LeAG2mc.jpg

https://i.imgur.com/RiNlRSK.jpg

https://i.imgur.com/vVSUkCe.jpg

Weird shadows here

https://i.imgur.com/zP2jmOV.jpg

This bench is suspiciously bright

https://i.imgur.com/QYX0u0u.jpg

Most of the map looks great :)

I like your map and here are the minor issues I found

There's a fun clipping issue shown in the following video (much easier to reach as demo)
[youtube]https://youtu.be/cGqPgFEYsLA[/youtube]

These stairs could be improved by some ramp clipping
[img]https://i.imgur.com/u8G4UTg.jpg[/img]

Here too
[img]https://i.imgur.com/n9TTyAo.jpg[/img]

You can stand up here which could be undesirable, not sure
[img]https://i.imgur.com/XmvYy3A.jpg[/img]

Maybe this bit needs a clipping ramp
[img]https://i.imgur.com/j4Qlz2u.jpg[/img]

Theres a strange change of lighting/texture near spawn
[img]https://i.imgur.com/TB8Ufgw.jpg[/img]

The towers are missing their spikey bits when viewed from second
[img]https://i.imgur.com/X8C82q4.jpg[/img]

The towers are also missing a chunk when viewed from last
[img]https://i.imgur.com/95d0JBe.jpg[/img]

The thin face shown here shouldn't be completely black
[img]https://i.imgur.com/xYT11ko.jpg[/img]

Same here
[img]https://i.imgur.com/mnr4aMR.jpg[/img]

Same here, and typically a different texture is used for spawn doors because they look weird with 2 red circles. Also the red forward spawn on mid has no such overlay, and the last spawns use the normal texture
[img]https://i.imgur.com/RCdDBAm.jpg[/img]

This brush has the wrong texture and it looks like there is some off grid geometry
[img]https://i.imgur.com/wOCk4yu.jpg[/img]

You can stand here
[img]https://i.imgur.com/gyRK0RV.jpg[/img]

This plank is missing a texture when viewed from underneath
[img]https://i.imgur.com/EoiruTq.jpg[/img]

Two textures appear to meet here instead of blend into one
[img]https://i.imgur.com/g6tZrqX.jpg[/img]

I like that there is a smoke particle effect but it looks more like a slinky
[img]https://i.imgur.com/9KEfT0r.jpg[/img]

The paper decals are nice but it looks weird where they go into a wall
[img]https://i.imgur.com/Xxf7gVR.jpg[/img]

This type of shutter looks visually great but with such a low ceiling it can make it extra difficult to check for sticky traps, not sure whether this is worth addressing
[img]https://i.imgur.com/m687IqQ.jpg[/img]

You can hit your head on these parts when jumping / surfing rockets

[img]https://i.imgur.com/RvaItmH.jpg[/img]

[img]https://i.imgur.com/06i0sSM.jpg[/img]

[img]https://i.imgur.com/cBZGBfS.jpg[/img]

Clipping could artificially lower the ceilings here to prevent horizontal jump velocity from being stopped in what many consider to be a non-intuitive way

[img]https://i.imgur.com/GllMUc3.jpg[/img]

[img]https://i.imgur.com/taEkx0D.jpg[/img]

[img]https://i.imgur.com/ohm86aY.jpg
[/img]
Clipping around the following parts is awkward (vertical ramps needed):

[img]https://i.imgur.com/ai3313s.jpg[/img]

[img]https://i.imgur.com/eLX2rtP.jpg[/img]

[img]https://i.imgur.com/byLCDD1.jpg[/img]

[img]https://i.imgur.com/PuYKBOQ.jpg[/img]

[img]https://i.imgur.com/WwczwNe.jpg[/img]

The spawns have these light leaking issues (might need to zoom in for the first one):

[img]https://i.imgur.com/ETSjkKV.jpg[/img]

[img]https://i.imgur.com/EvTeR0q.jpg[/img]

[img]https://i.imgur.com/LeAG2mc.jpg[/img]

[img]https://i.imgur.com/RiNlRSK.jpg[/img]

[img]https://i.imgur.com/vVSUkCe.jpg[/img]

Weird shadows here

[img]https://i.imgur.com/zP2jmOV.jpg[/img]

This bench is suspiciously bright

[img]https://i.imgur.com/QYX0u0u.jpg[/img]

Most of the map looks great :)
76
#76
10 Frags +

Played a PUG with ten playoffs invite players, and we talked for a good bit about the map after the pug. There's a LOT of repitition and rambling, but there might be some decent opinions in there somewhere

https://www.twitch.tv/videos/363099212?t=01h30m00s

Played a PUG with ten playoffs invite players, and we talked for a good bit about the map after the pug. There's a LOT of repitition and rambling, but there might be some decent opinions in there somewhere

https://www.twitch.tv/videos/363099212?t=01h30m00s
77
#77
6 Frags +

I don't like how the sun blinds you when you look near it

I don't like how the sun blinds you when you look near it
78
#78
6 Frags +

idk if anyone has pointed this out but on 2nd you can bonk ur head on this but not land on it

https://youtu.be/bcWZaC-Lgdg

idk if anyone has pointed this out but on 2nd you can bonk ur head on this but not land on it
[youtube]https://youtu.be/bcWZaC-Lgdg[/youtube]
79
#79
9 Frags +

Just wanted to let y'all know that I appreciate the feedback. I've been fixing most of these issues internally without releasing public versions. So once the season is over and I make some layout changes, (If needed. I'm assuming the map isn't perfect.) I'll be releasing a version then.

Just wanted to let y'all know that I appreciate the feedback. I've been fixing most of these issues internally without releasing public versions. So once the season is over and I make some layout changes, (If needed. I'm assuming the map isn't perfect.) I'll be releasing a version then.
80
#80
9 Frags +

https://www.twitch.tv/videos/402314311?t=00h46m29s

rip

https://www.twitch.tv/videos/402314311?t=00h46m29s

rip
81
#81
19 Frags +

The biggest issue on the current version of the map lies in the size of the choke points. The connectors between each point are too wide/open so the areas are very difficult to hold in general, and become next to impossible to hold at any sort of disadvantage. Since people can flood through every doorway and there are so many options for skybox walljumps, holding aggressively is impossible, and even holding at midrange is extremely risky. The only way to avoid getting wiped when defending at a disadvantage (by getting surrounded and your exits cut off) is to hold very passively, so points get given up for free when otherwise you might see fights. By making a few of the chokes smaller you would greatly improve this issue. In the following screenshots, green lines are where I would suggest adjusting the choke boundaries to, and any blue lines mark spots where clipping could be smoothed out a bit.

https://i.imgur.com/Z9kkjiX.jpg

https://i.imgur.com/XBmMQIX.jpg

https://i.imgur.com/d8Fxco2.jpg

https://i.imgur.com/6XFqF3v.jpg

https://i.imgur.com/wDzvgqs.jpg

https://i.imgur.com/MEoGeEM.jpg

https://i.imgur.com/4St73IL.jpg

https://i.imgur.com/ST5hOKd.jpg

The next biggest issue I'd say would be the health location on middle. In the current position, it is quite awkward to access, especially for any demoman rolling out to mid, injured medics, or for teams after fighting their way through choke. If the health pack was more in the open near the banana stand, I think you'd find fights becoming more spread out across all of mid rather than being so stacked towards the cave/cafe area. Perhaps you could add a small health/ammo in the old spot if it seems necessary.

https://i.imgur.com/dqJXyb4.jpg

A clipping spot that should be smoothed. Backing into this room you can easily get caught here next to the stairs.

https://i.imgur.com/TVPKL6d.jpg

This perch should be removed. It allows you to see over the wall without being shot.

https://i.imgur.com/BtmvEYS.jpg

The majority of this room goes unused since the two passages are right next to each other. The wasted space could be reduced significantly.

https://i.imgur.com/kjO8g4p.jpg

The geometry of the points themselves and the immediate surrounding areas are quite nice, so with just the few changes to the chokes bringing the flow of the map to a more reasonable place, I think the map will be in a pretty great spot. Looking forward to the next versions. Good luck.

The biggest issue on the current version of the map lies in the size of the choke points. The connectors between each point are too wide/open so the areas are very difficult to hold in general, and become next to impossible to hold at any sort of disadvantage. Since people can flood through every doorway and there are so many options for skybox walljumps, holding aggressively is impossible, and even holding at midrange is extremely risky. The only way to avoid getting wiped when defending at a disadvantage (by getting surrounded and your exits cut off) is to hold very passively, so points get given up for free when otherwise you might see fights. By making a few of the chokes smaller you would greatly improve this issue. In the following screenshots, green lines are where I would suggest adjusting the choke boundaries to, and any blue lines mark spots where clipping could be smoothed out a bit.
[img]https://i.imgur.com/Z9kkjiX.jpg[/img]
[img]https://i.imgur.com/XBmMQIX.jpg[/img]
[img]https://i.imgur.com/d8Fxco2.jpg[/img]
[img]https://i.imgur.com/6XFqF3v.jpg[/img]
[img]https://i.imgur.com/wDzvgqs.jpg[/img]
[img]https://i.imgur.com/MEoGeEM.jpg[/img]
[img]https://i.imgur.com/4St73IL.jpg[/img]
[img]https://i.imgur.com/ST5hOKd.jpg[/img]

The next biggest issue I'd say would be the health location on middle. In the current position, it is quite awkward to access, especially for any demoman rolling out to mid, injured medics, or for teams after fighting their way through choke. If the health pack was more in the open near the banana stand, I think you'd find fights becoming more spread out across all of mid rather than being so stacked towards the cave/cafe area. Perhaps you could add a small health/ammo in the old spot if it seems necessary.
[img]https://i.imgur.com/dqJXyb4.jpg[/img]

A clipping spot that should be smoothed. Backing into this room you can easily get caught here next to the stairs.
[img]https://i.imgur.com/TVPKL6d.jpg[/img]

This perch should be removed. It allows you to see over the wall without being shot.
[img]https://i.imgur.com/BtmvEYS.jpg[/img]

The majority of this room goes unused since the two passages are right next to each other. The wasted space could be reduced significantly.
[img]https://i.imgur.com/kjO8g4p.jpg[/img]

The geometry of the points themselves and the immediate surrounding areas are quite nice, so with just the few changes to the chokes bringing the flow of the map to a more reasonable place, I think the map will be in a pretty great spot. Looking forward to the next versions. Good luck.
82
#82
9 Frags +

I spent a good amount of time talking about this map on stream
here is the vod

https://www.twitch.tv/videos/407210342
edit: sorry if its a bit rambly I kind of lose focus last 20 minutes

I spent a good amount of time talking about this map on stream
here is the vod

https://www.twitch.tv/videos/407210342
edit: sorry if its a bit rambly I kind of lose focus last 20 minutes
83
#83
13 Frags +

Changes from ESEA S30 feedback!

-fixed a lot of the issues pointed out by cin and hoi.
-fixed some rendering issues with the skybox. (and broke some)
-lowered the box by the shack on 2nd so sniper cant stand on it.
-lowered height of shack on mid, so sniper cant get onto the wooden thing next to it.
-shrank spawn and moved entrances away from point.
-scaled down the height of a lot of buildings (I did this for two reasons. The buildings just visually didnt look like the right scale, and it felt a little too easy to high bomb on the map, anyways.)
-shrank down some doorway sizes very slightly slightly. (choke is the only one significatly reduced, and that was just because I shrank the buildings)
-moved the healthpack on mid.
-moved the health kit from second into garage.
-moved mids forward spawn a bit.
-lowered the balcony thing over mids forward spawn.
-improved clipping on the doors in cave.
-lowered height of floor in cave a bit.

Thanks for the feedback everyone, it's much appreciated.
I plan on keeping an eye on spawn timings in the future. I'm not changing it as of now, because it's very easy to mess with some unintended stuff there.

Current version: b15
Download: https://tf2maps.net/downloads/propaganda.1927/download?version=18155
TF2Maps thread: https://tf2maps.net/downloads/propaganda.1927/
Screenshots: https://imgur.com/a/dcrhEue

Changes from ESEA S30 feedback!

-fixed a lot of the issues pointed out by cin and hoi.
-fixed some rendering issues with the skybox. (and broke some)
-lowered the box by the shack on 2nd so sniper cant stand on it.
-lowered height of shack on mid, so sniper cant get onto the wooden thing next to it.
-shrank spawn and moved entrances away from point.
-scaled down the height of a lot of buildings (I did this for two reasons. The buildings just visually didnt look like the right scale, and it felt a little too easy to high bomb on the map, anyways.)
-shrank down some doorway sizes very slightly slightly. (choke is the only one significatly reduced, and that was just because I shrank the buildings)
-moved the healthpack on mid.
-moved the health kit from second into garage.
-moved mids forward spawn a bit.
-lowered the balcony thing over mids forward spawn.
-improved clipping on the doors in cave.
-lowered height of floor in cave a bit.

Thanks for the feedback everyone, it's much appreciated.
I plan on keeping an eye on spawn timings in the future. I'm not changing it as of now, because it's very easy to mess with some unintended stuff there.

[b]Current version:[/b] b15
[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=18155
[b]TF2Maps thread:[/b] https://tf2maps.net/downloads/propaganda.1927/
[b]Screenshots:[/b] https://imgur.com/a/dcrhEue
84
#84
4 Frags +

very cool stuff

very cool stuff
85
#85
2 Frags +

Can't wait to try this out

Can't wait to try this out
86
#86
2 Frags +

Epic

Epic
87
#87
3 Frags +

Small Changes:
-Added a small ramp to the choke going into mid so you don't have to jump million times on the milk crates to get on the fruit stand. https://imgur.com/a/mDxZzlz
-Fixed being able to cap last from the other side of the concrete barrier.

Current version: b16
Download: https://tf2maps.net/downloads/propaganda.1927/download?version=18919
Screenshots: https://imgur.com/a/dcrhEue

Small Changes:
-Added a small ramp to the choke going into mid so you don't have to jump million times on the milk crates to get on the fruit stand. https://imgur.com/a/mDxZzlz
-Fixed being able to cap last from the other side of the concrete barrier.

[b]Current version:[/b] b16
[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=18919
[b]Screenshots:[/b] https://imgur.com/a/dcrhEue
88
#88
4 Frags +

Just made some clipping fixes. https://www.youtube.com/watch?v=QoemC_2-Fus

Current version: b17
Download: https://tf2maps.net/downloads/propaganda.1927/download?version=20982
Screenshots: https://imgur.com/a/dcrhEue

Just made some clipping fixes. https://www.youtube.com/watch?v=QoemC_2-Fus

[b]Current version:[/b] b17
[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=20982
[b]Screenshots:[/b] https://imgur.com/a/dcrhEue
89
#89
3 Frags +

Something about this map makes it absolutely MISERABLE to play soldier on. I think it has to do with the size of the arenas making soldier cover to much ground and giving scouts all the warning and space in the world to kite-chip you to death. Lots of good concepts and the map is very pretty but i just feel that there is something fundamentally wrong with the scale of everything? IDK im not a map maker.

Something about this map makes it absolutely MISERABLE to play soldier on. I think it has to do with the size of the arenas making soldier cover to much ground and giving scouts all the warning and space in the world to kite-chip you to death. Lots of good concepts and the map is very pretty but i just feel that there is something fundamentally wrong with the scale of everything? IDK im not a map maker.
90
#90
1 Frags +

Why are there so many props on this map that eat splash damage? There's at least 5 things outside of cave on mid that just eat your rocket if you're off by half a millimeter.

Why are there so many props on this map that eat splash damage? There's at least 5 things outside of cave on mid that just eat your rocket if you're off by half a millimeter.
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