Team Fortress 2

Team Fortress 2

Rooftop
EveSix 13 Jan, 2018 @ 11:23am
Problems that the map might have.
This is a very pretty map, but it has a lot of issues design wise. I have not playtested this map so I may be wrong, but this is what I think from looking at the map.

A major issue is points of entery. This map has way to few and only one is accessable by all classes. This only door also leads straight into a choke point with a huge sightline. The transformer in the middle doesn't help much with how tight it is around the box. Then, you have to make it through multiple tight rooms that can easily be defended with a heavy or explosive spam.

The elevators are usless since thet are right in the choke and you can easily be camped by a sentry at the bottom as you exit the elevator with zero cover. Getting there though the stairs will also be a major struggle since you have to go by enemy spawn through a very tight and long hallway. It also doesn't help how few healthpacks there are despite how much health it will require just to react the intel room in a healthy state.

There is in my opinion too much cluter on the map and so many things you can get snagged on.

You can omprove this map if you:

1. Remove the elevators and provide actual alt entry points to the enemy base.

2. Make an underpath to avoid the top arena.

3. Increase your map scale and make most of the map bigger in general.
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Showing 1-4 of 4 comments
Maxouben  [developer] 13 Jan, 2018 @ 7:18pm 
Hello,

There are three entry points to the intel room accessible by all classes. Elevators constitute only one of these possible ways, and obviously you are not allowed to build sentries in a range far enough from the elevator doors so this lets you a chance of survival once you need to get out.

There are two medium medpacks nearby the intel room, two small medpacks upstairs in the offices, but no medpacks outside.

About the offices entrance, the "big grey vent boxes" break sightlines and create two separate paths not checkable from all battlements at once. Grids are bullet-proof.

I already tried several ways to build underpaths but I felt like that would make the intel too easy to steal. I need to think about it again.

Nevertheless, I acknowledge choke points might be tight, but hallways are short enough to provide you nearby covers. For instance, stairs are faster to run across than 2fort staircase (the one which goes straight to the intel level).

Elevators will never be removed. These are part of this map's spirit and you are not forced to take these as they give same "timing" advantages than alternative paths.

However, I think I could scale up the map and try to add an alternative path under the "outside arena", but the map is actually really close to the VBSP limit.

Thank you for your feedback !
kodabirdd ΘΔ 14 Jan, 2018 @ 10:31am 
I strongly agree that this needs an underpass type thing. That'd help quite a bit
Malevolent Serb 14 Jan, 2018 @ 10:35am 
I did not test the map, but since the map is on top of a building, you should consider moving the intel level down and in betwen add another floor underneath both bases which would be conected by ventilation sistems.
Maxouben  [developer] 25 Jan, 2018 @ 1:38pm 
Hello,

The map has been updated : an underpath has been added. It connects managers' room and sides of the arena place.
Offices' small paths have also been removed, so some congestion risks are avoided.

Have fun !
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Showing 1-4 of 4 comments
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