KayleeSeranadaI just did a stream/video with everything that I thought of, which you can find here: http://www.twitch.tv/kayleeseranada/c/4368750
Some corrections/misspeaks of mine:
1:30 - It hit me later that you have the nodraw there to prevent spam to mid. If you're going to do that, use a huge billboard or anything else that makes it look natural and makes sense. nodraws shouldn't be used like that.
5:45 - The word I was looking for was "shallower."
30:40 - Or is this thing used for catching demo spam? If so, I feel like that's unnecessary...if not, I feel like that'll probably happen.
Thank you for all that, I've looked through the video and plan to make changes on most of that. A couple counter-comments though:
The wood is honestly not placed with gameplay in mind (with overlays enabled it has wording on it; probably why it was mistaken for something else)
There usually is tape marking the CP zone, however those are overlays aswell. I don't plan to brush out hazard over the cap (unless necessary?) but I could put some small props in as markers.
The water isn't intentionally square, I've never seen it as square either (maybe it happens on low quality TF2, I don't know but I'll still look into it)
Everything about the spawn area is pretty true, I'm going to completely remake that, and the buffer zone (inc. the buildings)
The long sightlines are less than intentional so I'll play about with that.
Mid lacking in cover is one of the more complicated issues for me. I could utilise the empty large building beside it, or swap the shed out for something more suitable for cover (there was far too much cover in pub, even this amount is plenty in it; but comp =/= pub)
The health/ammo I've already been over and plan to change definitely (my plans were actually 95% the same as what you suggested, everything bar the ammo below cap suggestion I'd already planned on)
As for the rest, thanks again; videos are a lot easier for me to go over than screenshots.
mage24365To go with the ridiculous abundance of metal, this is a spot:
http://cloud-4.steampowered.com/ugc/432656641464950083/3D907BF7D785582B1206D5C082CBF3F62E607E62/
It can only really be spammed from close to house. Just add nobuild to the stem or remove the pumpkin, preferably the latter out of symmetry.
That wasn't expected at all to be honest, and I'll probably just remove those pumpkins (they're only minor aesthetics and not part of gameplay)
WariBenroads and I ended up going through the map together. I was going to stream and post a vod of it, but I forgot to start streaming, so I'll try to go over everything we found that I can remember.
http://puu.sh/98YxA/9d2c28da74.jpg
As said before, this space between the point and spawn is so small that the map might as well be harvest 2.0. One thing every comp koth map does is have a row of buildings that physically separates the spawn area from the area the holding team can forward hold. If that doesn't explain it well enough, just look at viaduct, and how there is a distinct spawn area. A small map size leads to easy spawncamping.
http://puu.sh/98YAA/e9da47f0b3.jpg
Two of the exits to the point are in a pretty powerful sniper sightline. Using a new layout of map geometry would be a more interesting way to block it, but if you're confident in how it plays now, random props could do well to block these.
http://puu.sh/98YKP/f535d20722.jpg
There's no real reason for these rooms to be dropdowns, or for them to be two separate rooms at all. Combining them and adding ramps to traverse back up would make the room much interesting for combat by classes other than just soldiers.
http://puu.sh/98YV8/7b1f2a458a.jpg
Any prop with this complex of geometry should have a clip brush over it. As it is now, you can get stuck on these pumpkins pretty easily when trying to jump on top of them. Prop clipping isn't always the best option when adding props. Also, the two sides are uneven in the number of pumpkins.
http://puu.sh/98ZuI/285b80f1b3.jpg
These trees have really complex clipping that could easily be abused by scouts or roamers. This prop in particularly is more of a decoration prop (it's used outside of the playable area in harvest). There are probably better tree props that serve to fill the space and block sightlines better than this one, without being abused.
http://puu.sh/98ZFN/f65158f029.jpg
A small detail thing, this prop is also used outside of the playable area in props like badlands as decoration. I'd recommend replacing it with a longer pipe prop that's suitable for play, or just replacing it with brushes.
http://puu.sh/98Z3p/b839b7d49a.jpg
The number of healthpacks and ammopacks in this map is absurd. In this instance, a player has basically a full resupply if they get the ammo/health then drop down into the other medium pack.
http://puu.sh/98Zeq/bf55d3d021.jpg
In general, healthpacks this close to the point should not be medium packs, or there at all. Having one small pack at most near the point is generally acceptable, maybe a medium pack if it's hard to get to, but this is too many. The ammo and packs outside of that picture are perfectly placed though, I wouldn't touch those other ones.
The medium ammo pack on the point is the best placed ammo there. The small ammo pack on the trough is okay too. All of the full ammo pickups would have to go though. They provide too much benefit for how abundant they are, and a point is better off with a single medium ammo near the point.
Thanks aswell for the in depth feedback, I've said over a nice bit of this already, but the HP/ammo was placed with pubs in mind so that'll change for my next release. The trees I'd never picked up on being an issue and alike the pumpkins are just aesthetics so I'm not too bothered if they're removed. Not too sure what the problem about the pipe is either, it's clipped with brushes as well if you're referring to it being a background prop and expecting it to have lazy clipping? (It has no clipping, that had to be done manually)
Again, thanks everyone, I'll keep everything said in mind. As I think I said, I'm here to learn more about comp mapping (I've never comp tested a map before, but everyone has a first). I do also believe the map has potential, so I'm willing to make drastic changes to make the map playable; I think anyone who's looked around a8 version (current as of typing this) will be able to notice some big changes.