Team Fortress 2

Team Fortress 2

[OLD]CP Brooklynn
Docteur Whoa  [developer] 31 May, 2019 @ 11:49am
Suggestions.
Feel free to share suggestions and ideas related to the map here.
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Showing 1-15 of 17 comments
WhiteRushinBear 31 May, 2019 @ 10:20pm 
While I did enjoy trying out the map, there were two issues I have to note:

1) The use of HL2 textures and props threw me away from the TF2 feeling for this map. Seeing a bit of graffiti was fine, but seeing posters of Breen and turning to see lots of HL2 dumpsters around every other corner kind of killed the setting for me.

2) Speaking of props, the Call of Duty vending machines and posters also threw off the setting for me. Not only because they don't fit (like HL2), but also because the sounds implemented (for the vending machines) weren't working and were showing up in console a lot:
Cannot figure out which search path sound\perkacola\doubletap_jingle.wav came from. Absolute path is c:\program files (x86)/steam/steamapps/workshop/content/440/1757095080/cp_brooklynn.bsp/sound/perkacola/doubletap_jingle.wav Failed to load sound "perkacola\doubletap_jingle.wav", file probably missing from disk/repository
was one example.
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My suggestions would be to either replace the models with brush blocks platforming (similar to the one near 2nd stage, 1st point with the two crates on it), or remove them.

The graffiti and posters also should either be replaced with TF2 ones or removed (maybe keep one or two if you really wanted to.)

The Call of Duty props, posters/textures, and sounds should go as well, since they don't fit with TF2.

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Sorry if this seems harsh or a lot, but these were my honest problems and suggestions with the map. It looks really great otherwise, and I could see this being played on a lot.

Have a good day!
Docteur Whoa  [developer] 1 Jun, 2019 @ 3:56am 
This isn't harsh or anything don't worry, I appreciate your opinion.

It is true that these props aren't compatible with TF2's style, and while I put them since the very first version, it seems that it is best for them to get out.
what
EeveeRealSenpai 2 Jun, 2019 @ 10:30am 
I think more different building signs, that aren't just from tf2's prop selection would bring out the "not just another tf2 map" quality
Pepsy 2 Jun, 2019 @ 3:29pm 
Cool
=WL= POOTIS 3 Jun, 2019 @ 10:14am 
I feel like the map is just a little too out in in the open and could do with some little roofs that can be walkable on like the small cloth roofs used by many small department stores and whatnot there
Here is a good image source from sunset park, brooklyn: https://wp.zillowstatic.com/streeteasy/2/SunsetPark-17-copy-b40d40.jpg
Docteur Whoa  [developer] 3 Jun, 2019 @ 11:43am 
This is some idea I'll look into it. It could bring some more verticality to some of the streets yep.
Tano 4 Jun, 2019 @ 5:58pm 
I feel like it could also work as a Capture the Flag or PassTime map... But Really nice work in there mate! :steamhappy:
Karlsson 6 Jun, 2019 @ 11:34pm 
It all looks fashinating, all you need is fix the little details such as light at several spots of a map, and for example try to make that crashed car at BLU spawn look more damaged.
Sntr 11 Jun, 2019 @ 7:52am 
This map has a lot of sightlines on it that just make it a bit of a headache to navigate and design-wise feels like Dustbowl with a Mannhattan-styled artpass on it

looks great but doesn't play very well in my opinion

Generally, this map should use the no-entry sign more with doors that won't open (I ran into a door that doesn't open a couple of times because I spawned facing that way)
There are some paths on the map that lead to nowhere despite looking like they lead somewhere

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1767221804
the second stage is probably the most frustrating stage this map has, with RED's last point being tucked into a corner and that side door remaining usable after BLU takes the first point makes pushing into that area a hassle

there's a bunch of places where the lighting is a bit questionable (most noticably on the props ie. those double doors at Stage 2 A) but generally the layout feels strange to me
Docteur Whoa  [developer] 11 Jun, 2019 @ 8:07am 
Yep. I have put some more arrows signs/no entry skins in the next update. I also made that this door is closed so RED cannot have too much control over the street and help BLU to push. Before I ship the next update, what do you think of the capture times ?

This map is indeed supposed to have a Dustbowl feel as a lot of people like the chokey nature of that map. It's not very open, it has some flanks but overall it's really a battle to progress and Engineer nests/Medic ubers are mandatory to progress. I believe that the feeling of pushing through some kind of tough defense is a cool reward, ala Dustbowl.

Now, for the paths that are misleading and anything you find bothering, you can send me screenshots at Docteur Whoa#8511 on Discord. I am welcoming any piece of feedback to improve the map.
Last edited by Docteur Whoa; 11 Jun, 2019 @ 8:07am
Sntr 11 Jun, 2019 @ 10:38am 
the capture times are okay but the real challenge is getting to those capture zones in the first place :yoricktheskull:
Last edited by Sntr; 11 Jun, 2019 @ 10:38am
Docteur Whoa  [developer] 11 Jun, 2019 @ 9:32pm 
Alright. I guess I'll publish the update regarding that door/arrow sign and rework the stages to provide more options. Thank you.
=WL= POOTIS 4 Jan, 2020 @ 1:57pm 
Unpopular opinion: I really like the second stages design. In my opinion the indoor settings are perfect. I think the main problem for it though maybe that there aren't many versatile ways to get in the second CP aside from a stair case that's right beside enemy spawn and a choke that has a clear sight of the point. You might think that that second point would be good but the CP is very campable. Ive tried testing with bots and putting a lv.3 sentry at the second CP in the stage can make attacking a huge night mare. You can see how a sentry in the area can cover both entry ways and from behind, its is hard for enemies to flank as there is only one platform leading behind it along with the spawn doors.
Last edited by =WL= POOTIS; 4 Jan, 2020 @ 1:57pm
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