If you got bummed about buying the best and then it being 2nd tier, don't buy technology lol
Account Details | |
---|---|
SteamID64 | 76561198007577013 |
SteamID3 | [U:1:47311285] |
SteamID32 | STEAM_0:1:23655642 |
Country | United States |
Signed Up | October 25, 2013 |
Last Posted | September 13, 2021 at 2:48 AM |
Posts | 753 (0.2 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 2.06 |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
1250 |
Resolution |
1920x1080 |
Refresh Rate |
144 Hz |
Hardware Peripherals | |
---|---|
Mouse | G400s |
Keyboard | 1986 IBM Model M |
Mousepad | Steelseries Mass |
Headphones | Sennheiser HD280/AT 2020 Mic |
Monitor | The 144hz BenQ everyone has |
So my recommendations for changes to this map are to start with re-designing the routes from 2nd to mid, and re-considering the region below and above 2nd point. The mid point itself seems pretty interesting and worth a shot still, last seems serviceable if a bit wide at the moment.
2nd itself is a bit weird, it takes time to rotate up or down and those regions are just closed off enough that it's hard to engage someone in those areas.
The biggest issue is the transitions to mid. The main choke is pretty wide and boring really, it's a very simple level design choice that probably works well enough. The other two, not so much. The cave is really tight, puts you very far into mid, and is not a terribly interesting place to fight - other than the slope to mid, it's relatively flat. The lower exit that ends in the shutter is very wide and a big slope with not much variation - again, not a terribly interesting place to fight and anyone that would presently use it would either be going for some kind of surprise play on 2nd or sneak their way to mid rather than taking tons of spam at the main choke.
tl;dr I do think the mid and lobby are pretty cool, I wouldn't say it's time to scrap the whole map yet. I would work on the flanks/alternate routes.
Looks pretty good; my only immediate thought is that the one way door for red is maybe not the best solution. Now there is no flank at all between A and B - whether or not teams can crack defense at B (which looks much more defendable) might get interesting. It could work, but I'm not 100% sure on it. Plus, there's a bit after B where blue could get wrapped or more easily spawncamped by red team utilizing the door.
Perhaps you could place a flank route on the other side or re-route the current one that's been blocked by making it not dump out staring straight at last; or make it less direct or more choke-y to hinder blue players from just +forwarding into last.
Ok. So here are some of my thoughts now that I've booted it up and run around:
Additionally not covered in that album is the fact that there are tons of weird floor height mismatches, particularly below point. Stuff that misses by like, 16 units or whatever. Random steps. For competitive, that's annoying as they'll tend to make the areas difficult to splash.
As for the point structure and the areas leading to the point, it could be interesting. There's probably a large potential to fall off/get blown off to low ground and then get dicked on by someone so medics might not dig it but it would be fun to try this out.
Love to see all the data and how things came out, thanks so much for doing this. Bagel and Logjam for next ESEA season? :P
I do wonder how much the ranking for daytrip and tfcl is biased by people disliking the gamemode and not giving the map enough of a chance.
niteglassi'm curious about this. i completely suck at rocket jumping on left surfaces using stock, does that have anything to do with it or am i just bad? right surfaces are no problem. always been confused by that.
the rocket on stock + stock variant rocket launchers comes out of the right side of your screen, which means when you turn backwards to jump off of a righthand wall you have to turn a significantly smaller distance than if you turn to jump off of a lefthand wall. this doesnt apply for the original, because the rockets are dead center for the original
I believe it corresponds to turning something like 135° to the right for a jump; so the rockets are "biased" 45° one way. This means a lefty jump would take 225° for the same effect. I'm sure I've got the numbers wrong, but that should illustrate the point - you have to move much more to get a good lefty jump than righty unless you use the original.
Viaduct is the same way, so it might not be the biggest deal to use mirrored vs. rotational but it's really just annoying as hell for soldiers as if they want to jump off any walls one team has an advantage. If you want to "map for comp" these are things that are more important than mapping for pubs, but not necessarily a requirement.
tl;dr you're likely going to piss off roamer mains.
I'll check it out when I get home but just know that mirrored symmetry is annoying for comp vs. rotational symmetry because it changes the rocket jumps from righty to lefty and not everyone uses the original.
Shot you a request - I'm likely low open as I'm trying to get back into things, would love to MGE.
Thanks so much Saam, Snivy, and anyone else who worked on this! Great to see the community support new maps. To those who played, I'm certain that all of us mappers would like to hear your feedback! Shoot us some love (or hate) in our threads which are listed in the OP :D.
I didn't end up on a team, will sub soldier/demo if anyone needs. Or give Logjam coaching (lol)
Process
Badlands
Snakewater
Viaduct
Gullywash
Metalworks
Sunshine
Granary
I just realized that the times are set so I can play after work!
LFT Demo/soldier.
Plus if you pick me up I can give you all the sweet logjam strats.
OsirisCould it be an option to just add one or two of these maps(like Bagel/Cardinal/Logjam) at a time to regular pugchamp and mixchamp for a few weeks? You could even add map1, leave it in for three weeks and then remove map1 and add map2. Then add back map1 and remove map2 when map1 receives its next update and keep doing that until the maps are ready for league play. Then you can use mapchamp as a feeder for that system or even to test an update to a map before adding it back into mix- and pugchamp rotation.
saamtake out reckoner from na, metalworks from eu, add bagel in. ez
I think this is honestly a really good option overall. I'd say start with cp_logjam but I'm biased as all hell. :P.
Rationally I think whichever map gets the best response from the cup but still needs some tweaks should get put in for further testing.
Phi's betas look better than my RC's! Jesus! Haha. Looks good, hope it plays good too. Loving all the community mapping going on these days.
cp_logjam_rc4
(Apparently the presence of invite players helps mapping productivity)
Download: https://tf2maps.net/downloads/cp_logjam.3835/
Changes:
Fixed the huge hole in the map @ 2nd
Removed the locomotive sex that was happening outside red 2nd
Fixed a bunch of trim texture angles at red 2nd
Made secret more of an "L" shape than a squiggly
Fixed players being able to stand on the backside of the fence @ spire
Reverted a crate to being full sized at last rather than half height
Changed how logroom's lower exit can get on height @ mid
Moved the health/ammo in logroom to be more centralized; removed the health outside logroom on 2nd.
Investigated the steepness of choke: Found out it's the same steepness as old choke but I didn't use as much smoothing at the top and bottom so it "felt* steeper because the slope wasn't smoothed. This has been changed to be more like old choke.
RC4pre2->RC4 changes: Minor:
Fixed some clip sticking through mid's floor
Fixed some mesh being missing in saw
Fixed a bit of trim protruding in red lobby
Fixed a few of the paint splotches below health/ammo on red 2nd being hard to see
Fixed a clipping ammo pack at red last
Removed barrels at red last because symmetry is hard
Fixed floor textures not lining up properly in logroom
Fixed some pipes and doors clipping when they shoouldn't
Attempted to fix stickies not colliding with some models
RC3->RC4pre2 (pre1 was a half map test) changes: Details/pretty things
Fixed clipping on the blue upper exit roof at 2nd
Fixed roof trim on mid huts
Fixed fire extinguishers clippin @ last
Fixed some clipping at 2nd-lobby transition
Fixed some detail trim being mislocated by blue last
Fixed Blue's resupply lockers not animating properly
Fixed some mesh being missing at red 2nd
Removed the boxes by the healthkits on mid
Fixed players clipping with the top of spawn doors @ last.
RC3->RC4pre2 changes: Gameplay
Increased respawn wave time for defenders at last by 1 second
Moved the resupply lockers closer to spawn exit by a bit
Put the big wall from last's upper left to upper right
Removed the barrels on the right side of last point
Removed the rocks/fences in front of lobby main exit
Added a wall at 2nd
Moved spire towards last by just a hair
Altered the way that upper left leaves last and enters onto 2nd.
Modified spire to promote forward holding not directly on the point.
removed the health and ammo in logroom, added health and ammo at each entrance to logroom
changed logroom's exit to mid a bunch
added some extra height in the left corners on mid for demos and for scouts to jump on the huts
Added a logramp! (Pogchamp!) Logjam! on mid. around the rock.
Added a new passageway from upper lobby to lower lobby over the top of the shutter.
Made a choke in secret further in so it's easier to spam out
Imgur album: http://imgur.com/a/7lgMH
Screens:
http://i.imgur.com/dsI9Sh7.jpg
http://i.imgur.com/8kmskqn.jpg
http://i.imgur.com/j8Kcg0m.jpg
http://i.imgur.com/pCmRx7R.jpg
http://i.imgur.com/zieDfZd.jpg
http://i.imgur.com/gFxmOFo.jpg
http://i.imgur.com/CMpA2X5.jpg
http://i.imgur.com/HGED2Zb.jpg
http://i.imgur.com/6K6Z7hF.jpg
http://i.imgur.com/XFad3nJ.jpg