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also plz dont mind because some ideas and insperation i had i took from your map to make mine.
for instance vents
also 10/10
+Very fun to play on defense. Running back and forth to each entrance, patrolling around the base, sneaking outside and getting behind the enemy as they push inside. Chasing down the intel while it's being stolen and retrieving it from the blu cap site.
+-Fun to play on offense,infiltrating and sneaking into the enemy base feels epic. Jumping over the gate and blowing up a gate to the side is also a cool mechanic. However it's really hard to win if your team isn't very organized or there are too many sentries.
+Round timer is fast and creates fast and exciting rounds. I also really like the fact that time is added everytime a Blu player grabs the intel. It makes suiciding for it actually mean something and gives Blu a slight edge on this map.
You're doing an amazing job with this map. Looking forward to improvements and future updates.
Map Feedback:
The courtyard outside Red's base needs additional third flank route.
The vents above the intel are kind of bland and not very fun to use. Perhaps create more routes inside the vents to allow more interesting gameplay.
The forest and hill towards Blu base is really dark. Needs just a tiny bit of light, it makes gameplay clunky because you can hardly see your opponent/teammates.
General Feedback:
The gamemode itself: Very good, it is what Team Fortress 2 is all about. I also enjoy this version of ctf more than any other, and that is due to the 1-way gamemode of this map. Blu is always offensive, and Red is always defending. (With the exception of capping/retrieving the intel)
The cap time for Blu retrieving the intel: Very good game mechanic. I very much enjoy it. It allows the defense to put up one final fight before they lose the game.
The Red "intel respawn cooldown" game mechanic is an interesting one. While it makes defending your objective quite a bit easier, I feel as if it shouldn't even exist. The objective itself is too easy to defend as it is. Plus it's a massive pain is the butt for the offensive team.
My main critique is similar to Jansteffen's in that I feel like the inside of the building has too many opportunities for RED to flank the BLU team. My team wasn't even able to touch the intel because we were constantly getting attacked from all sides. The only other critique I have is that I feel that the hill takes too much time to run up/down, even for people who are rocket jumping. Perhaps this issue could be solved by having an engie just build a tele, but I would still like to see the hill shortened just so BLU doesn't have to waste so much time running.
Overall, awesome map and I really hope Valve makes this official! :)
Or another really cool idea is on the roof you could have a satalite (being a red dispenser with a whole lot of health) that the blues have to destroy in order to get the intel before they can run the intel back to their base, or you could simpily make the dispenser a capture point that opens the door leading to the intel.
Now I don't know much about tf2 map design, And the map is already amazing as is since it strays far from the norm into a attack and defend grab and run. But you could also build on it to make it an even more incredible map.
The intel is still pretty well protected but just enough
I wish Valve would accept more complicated maps like these, I hate Steel, but I still want a map where I can learn new routes like Mountian Lab, Rottenburg or Mannhatten
The only thing left to say would be some darker areas in the inside for Stealth or ambushes and more extense vents and sewers as to take creative advantage that there are in fact areas as such
Engineers are still very good though, and I think they should be on a map like this since you don't want taking the intel to be a breeze, but the layout is still subject to change so if playtests show that engineers are too favorable in spite of all this I will try to deal with it.
It does seem cool, doesn't it?
I feel like ore maps should have Water areas, Sewers and Vents, while the former is fun in large scale, the latter 2 are simply good and underused concepts
I feel like a map like this really might show the true potential of the Spy and actually use his Stealth as a utility (usually the Spy has no time for stealth in-game, every second the victory and survival of your team is on line and there is no time for second thoughts) on this map, the ability to cloak, disguise and generally be a Spy is the way to send your team to victory
Due to all of the defensive areas, Engy seems good too, giving multiple Sentry Positions.
Spy v Engy CUNFURMED!!11! LOL
I'm sorry
Lastly, I feel it's best to put in some tweaks to prevent Turtling, which is very common in these kinds of indoor maps (I don't know but maybe some doors or rooms only BLUs can enter, would be nice as a Tele Checkpoint)
I have imagined it a long time ago and it is so satisfying to konw someone with the same idea.
How many Entrances does the building have?