Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The first point feels good as well though the fence in the middle is really jarring with what looks like is an easy clear for a rocket jump being blocked by an invisible wall (I get its' purpose but it doesn't feel natural).
There's similar issues on point two as well and I'm still not entirely sold on how the steep vertical combat feels although I don't hate it. I also found myself getting lost a bit on point 2 on my first few games due to it not being immediately obvious how to contest the high ground, though apart from that everywhere else in the map was super easy to navigate and find health packs in without prior knowledge.
Overall just wanted to say nice work hope to find more servers running this in future :^)
░░░░░░░░░░░█░░█
░░░░░░░░░░█░░░█
░░░░░░░░░█░░░░█
██████▄▄█░░░░░███▄
▓▓▓▓▓█░░░░░░░░░░░░█
▓▓▓▓▓█░░░░░░░░░░░░█
▓▓▓▓▓█░░░░ Valve , ░░░█
▓▓▓▓▓█░░░░Add This ░░█
▓▓▓▓▓█░░░░ Please ░░█
▓▓▓▓▓█░░░░░░░░░░░█
idea, style and execution are on point without 5+ people working on it
hopefully this gets added sometime, this actually deserves it
Is the map balanced for both teams?
https://tf2maps.net/downloads/rocksalt.15503/
@ICS - Using the hatches in the warehouse to drop down Red can travel to A and B much more quickly, and those doors close after B is capped. I wanted to try something unique like that while keeping Red in the same spawn, but if with more testing people dislike it I can figure out a more standard forward spawn.
@TrueBoredom - I added the doors to prevent Blu from entering B early because it felt awkward allowing Blu to run around the entire B point before capping. It felt weird to me to allow Blu to run up near the cavern entrance before A is even capped. I did a few variations of positioning on the A capture point as well, but depending on how difficult that initial A choke is I can change it around or re-structure the doorways.
Theres also long way from RED side spawn to reach BLU side. Forward spawn would be better as the route to frontlines is not always obvious to the players who have not played the map before and the route is quite long. You can easily go full right side that leads to short dead ends filled with crates and such, but they disrupt the flow. Also theres lots of these small rocks that have collision and while running around i bumped into some of them hard as well as the wooden frames in areas where the cart is moving on the track. I expected something bigger from end explosion when I saw the pit but it was kind of puff only :)
Good luck with the map!
Another weird thing is that RED doesn't have a forward spawn and always spawns at the last point.
i worry about the chokes though