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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:
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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!
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.
Here is a good image source from sunset park, brooklyn: https://wp.zillowstatic.com/streeteasy/2/SunsetPark-17-copy-b40d40.jpg
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
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.