Team Fortress 2

Team Fortress 2

Ditch [Alpha2]
23 Comments
Will T.TVR  [author] 25 Apr, 2021 @ 6:57am 
I'm reviving this map under a new name! I chose to make it a new upload since this upload is so old now. Find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2467751143
Fun Police 27 Oct, 2018 @ 6:00pm 
There are more problems with the map I just don't know how to fix them yet. If you want to know what they are just let me know.
Fun Police 27 Oct, 2018 @ 5:42pm 
Hi Will, it's me again. I'm back after a year of doing absolutely nothing useful. I got some more tips for you. The new lower room in C is nice, but still kind of a deathtrap. Maybe add some health and/or ammo in there. Nothing too crazy. Also the only way into B is a single doorway. With bots or imbalanced numbers you can push through, but I am worried players might complicate this. If it's not too much to ask please make another entrance to B.

Please don't feel compelled to follow everything I say to the T. You don't have to, these are just suggestions. You are the map maker after all and it is your choice what to do with your map. Reviewing and testing this map is just really fun for me. Thanks, :)
Will T.TVR  [author] 20 Jun, 2018 @ 3:55pm 
Alpha 2 is now live! Check out the Change Notes for a run-down of what's different.
ExcessRaccoon 12 Jun, 2018 @ 8:38pm 
gonna start messing with bots on it, see how it is, bot overhaul
Moon 7 Jun, 2018 @ 4:25am 
My suggestion: Keep doing what you're doing, cause it's workin'.
Will T.TVR  [author] 6 Jun, 2018 @ 12:11pm 
It's not actually going to have the dev-texture look when finished - I'm just using the dev textures during development for simplicity's sake. It's easier to make sweeping layout changes when it's all super simple than after doing an art pass.
Danizk0 6 Jun, 2018 @ 5:40am 
A cp_orange map that isn't сrap? How could this happen?
ᴍʀ.sʏɴᴏx 5 Jun, 2018 @ 1:23pm 
IT'S SO BRIGHT!!!!!!!!!!!!
Poopdog 4 Jun, 2018 @ 8:13am 
My suggestion: make the map more thicc.
Totally Not a Elevated Overseer 4 Jun, 2018 @ 5:55am 
Servers ?
PateDeFruits 3 Jun, 2018 @ 11:02pm 
Wow ! This map is very cool-orful =D ! I loved cp_orange and this is very similar =D I love it ! ^^
Barely Competent 2 Jun, 2018 @ 4:14pm 
Nice map!
gmoney_swag 2 Jun, 2018 @ 2:11pm 
Very good potential for this map!
Will T.TVR  [author] 2 Jun, 2018 @ 11:23am 
@Woop woop Fun Police - Thanks for such detailed feedback! All great points. Lighting definitely isn't my strong suit, so it's good to get some feedback on that especially.
Sgt.Dominik 2 Jun, 2018 @ 3:38am 
Dobra mapa polecam
tortillav44 31 May, 2018 @ 4:33am 
good, very good
Fun Police 30 May, 2018 @ 8:14pm 
TLDR; Great theme with lots of potential, point transition chokes are tighter than yoga pants, bottom C ramp is a death sentence, small ammo kit in B window room is kinda useless, the lights set my eyes on fire.
I don't usually playtest alpha maps and review them but yours just caught my eye and hooked me in. This map has so much potential and I can't wait to see it later in development. Keep mapping my friend.
Fun Police 30 May, 2018 @ 8:14pm 
Now for some minor gripes. The map's lights are really bright which is probably because the ceilings are too low. The railing on the second points have some wonky clipping. I found myself getting caught on them while backing up. Another thing on the second points is the room with the small ammo box which overlooks the flank ramp.This room doesn't really need a small ammo pack as there is already a medium ammo pack nearby. This only makes engineers stronger in this area which slows down gameplay. It does serve the helpful function of watching the flank so I would make it more noticeable. Also the boxes in the A -> B transition chokes make some very exploitable sight lines.
Fun Police 30 May, 2018 @ 8:14pm 
Another thing I noticed was that the ramp leading to the final points on both sides are fundamentally flawed. The window looking into the ramp allows defenders to see incoming attacks. Furthermore, the positioning and size of the exits means that you cannot fire through them without entering into the firing range of sentries that are bound to be nested under the higher ramp entrances to the final point. Possible solutions could include reworking this entrance by pushing out the wall with the window and turning the flat area into a bigger room. Or just rework it if a cool idea pops into your head. It's your choice.
Fun Police 30 May, 2018 @ 8:14pm 
Now onto the criticisms. I found the chokes leading up to the different points harder to push through than the points themselves. The spaces are very narrow which means splash damage and minigun fire are unavoidable here. This is made worse by the small door props used in most of these passageways. They are about as wide as a normal player and can cause problems when entering these chokes. Possible solutions could include widening them or removing the doors.
Fun Police 30 May, 2018 @ 8:13pm 
First I'll start off with what I liked. Even from a map in Alpha 1, I can already feel the theme of your map. The thumbnail stood out from the rest due to its amount of detail and professional look to it. It feels very industrial or metropolitan (fancy shmancy replacements for city-like). I'm sure this will only improve with detailing. I also find the layouts of the middle and second points to fit this theme very well.
Fun Police 30 May, 2018 @ 8:13pm 
I'm gonna have to write my review in short spurts because I wrote way more than I thought. Don't worry it's not because I hate it.