Team Fortress 2

Team Fortress 2

CTF 2Villa
Don'tAsk4470  [developer] 14 Aug, 2016 @ 8:06am
Put suggestions and critique here.
Say anything that might be of use to me here.

P.S Please have a mild understanding of how mapping works.
P.P.S If you have a bug, or want to point to an area, post a screenshot.
Last edited by Don'tAsk4470; 22 Aug, 2016 @ 1:29pm
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Showing 1-15 of 19 comments
What about uploading this map to gamebanana if you already haven't, so that anyone can manually download it, and then play it on Garry's Mod for example?
flowerbed 18 Aug, 2016 @ 1:03am 
Originally posted by Ryan:
What about uploading this map to gamebanana if you already haven't, so that anyone can manually download it, and then play it on Garry's Mod for example?
Good idea
marcholino 18 Aug, 2016 @ 1:04am 
Originally posted by Ryan:
What about uploading this map to gamebanana if you already haven't, so that anyone can manually download it, and then play it on Garry's Mod for example?
yeah thats a great idea! you should do that
TalonJob 18 Aug, 2016 @ 4:34pm 
A destroyed version, like a after battle or something
the health and ammo pack in the fountain should be in mirrored places from the health and ammo on the other side.
Just something visual.
Pandora 20 Aug, 2016 @ 7:34am 
http://www.teamfortress.com/catchup/#f=13 think they would of made helicopter by now ...
b3afy 20 Aug, 2016 @ 9:15am 
is it possible if a waterfall animation in the TF2 art style could be used in the waterfall?
Voyager 20 Aug, 2016 @ 6:54pm 
if this was say not a ctf map i would like it better
PossiblyParker 21 Aug, 2016 @ 11:05am 
Sorry but i dont like the fun feel of the plane in the rustic part of the villa. Other than that I think that it is a good map (ctf is may favorite)
_Random_Furry_ 21 Aug, 2016 @ 4:13pm 
I heard it is possible to use any model as ammopack, if they are meant to, so maybe a new model for the ammo and health pack where they are on a floating surface floating on the water of the fountain
Leaf_It 21 Aug, 2016 @ 10:57pm 
Just a repeat of what others have said, but a Helicoptor would work much better than an aiplane. It just feels off. you probably know this but, TF2Maps.net has a forum where you can request custom models if you can't find one to use.
Last edited by Leaf_It; 21 Aug, 2016 @ 10:57pm
BATT 22 Aug, 2016 @ 3:04am 
Hey, I had a look at your map, and the idea is great, but there is one massive proplem... space. I feel claustrphobic whenever I run through any part of the map, and it feels just, packed with things that dont need to be there. If you could please open some space, clear some of the clutter and overall just fix the space issue, this would be top notch stuff.

Have fun making awesome maps!

~SSBATT
Looofi 22 Aug, 2016 @ 5:34am 
These are going to be my suggestions that i give you on your map.
I played it when i saw it on the workshop and gave it a shot.
I played on it for about half an hour and decided to write down what i saw could be changed to optimize the map if i were the mapmaker.

I think the inside area is a little to dark in some places. The room where the inteligence is located at has i think to many barrels(Cool idea though). Next to the intelligence there are stairs, next to those stairs you can get stuck in multiple places. When you come out of spawn you can go left to go directly to the inteligence room, i think that that passage way is a bit unnecessary since there is already a door to the inteligence room in the room that you can enter by going foreward when out of the spawnroom. Since it's just a couple of seconds of difference i would remove it. In one room there are two medium medpacks and one small. I think that the limited amout of health you can get in one room should be equal to a full health pack. Two mediums and one small however equal to a full and small. I think that the floor that opens to the underground area of the villa is a bit miserable and might not work at some times(altough cool idea). One little thing i noticed that isn't really logical is that by the highground with the plain on top of it, the tables have two types of chairs instead of one which would be logical. I would keep the wooden chairs as those fit the WW2 style more and may cause less lagg. The water on the lowground is a bit buggy and i don't see the reason for there being one. I think making the pool deeper and adding a sewer to the walls under ground making a passage way to one of the villa's might work better.(Just my opinion though). Overall i like the setting of the map and looks good on the outside. I by the way also think this map is a bit to good for soldiers since they can jump form anywhere to anywhere in a couple of jumps. There needs to be clipping above the different compartments of the middle area which should lower soldiers mobility to the point that he isn't so good on this map because he can jump from wall to wall and can spam the inteligence room really easy since there are so many surfaces because of the barrels stacks. I would suggest making the intelligence room more open and less barrels.

I myself know how hammer works and know somewhat about the way maps would be played competitively and casually and their gameplay, strategy and holding spots.
Sorry if my English sucks.

I hope this helped you to make your map the best ctf map in frontline :) .

- Ray'on
Last edited by Looofi; 22 Aug, 2016 @ 5:42am
Don'tAsk4470  [developer] 22 Aug, 2016 @ 6:34am 
Originally posted by Cpt. Ray:
These are going to be my suggestions that i give you on your map.
I played it when i saw it on the workshop and gave it a shot.
I played on it for about half an hour and decided to write down what i saw could be changed to optimize the map if i were the mapmaker.

I think the inside area is a little to dark in some places. The room where the inteligence is located at has i think to many barrels(Cool idea though). Next to the intelligence there are stairs, next to those stairs you can get stuck in multiple places. When you come out of spawn you can go left to go directly to the inteligence room, i think that that passage way is a bit unnecessary since there is already a door to the inteligence room in the room that you can enter by going foreward when out of the spawnroom. Since it's just a couple of seconds of difference i would remove it. In one room there are two medium medpacks and one small. I think that the limited amout of health you can get in one room should be equal to a full health pack. Two mediums and one small however equal to a full and small. I think that the floor that opens to the underground area of the villa is a bit miserable and might not work at some times(altough cool idea). One little thing i noticed that isn't really logical is that by the highground with the plain on top of it, the tables have two types of chairs instead of one which would be logical. I would keep the wooden chairs as those fit the WW2 style more and may cause less lagg. The water on the lowground is a bit buggy and i don't see the reason for there being one. I think making the pool deeper and adding a sewer to the walls under ground making a passage way to one of the villa's might work better.(Just my opinion though). Overall i like the setting of the map and looks good on the outside. I by the way also think this map is a bit to good for soldiers since they can jump form anywhere to anywhere in a couple of jumps. There needs to be clipping above the different compartments of the middle area which should lower soldiers mobility to the point that he isn't so good on this map because he can jump from wall to wall and can spam the inteligence room really easy since there are so many surfaces because of the barrels stacks. I would suggest making the intelligence room more open and less barrels.

I myself know how hammer works and know somewhat about the way maps would be played competitively and casually and their gameplay, strategy and holding spots.
Sorry if my English sucks.

I hope this helped you to make your map the best ctf map in frontline :) .

- Ray'on

Thank you, this was the most useful feedback I had in a while.
I actually really like the barrels, so please don't remove to much of them.
It gives this map a lot of carracter.
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