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pl_metropolis - holy fuck this is xbox huge

cp_shabbytown - old submission we skipped over...or I never noticed

koth_grup_mountain - Toss up  b)

ctf_compound - for someone's first map, it looks really nice

Server: Red
Time: 8pm CST
Password: littlecart

Direct Downloads:
metropolis
shabbytown
grup
compound
The direct download link for compound just opens up a text (map description) page.
Why don't we have election themed maps?

Sad
(10-31-2010, 06:36 PM)Moosendoo link Wrote: [ -> ]The direct download link for compound just opens up a text (map description) page.

Oops, linked to the readme file accidentally, now fixed
The first 3 maps were alright.  I actually liked that 2fort-ish map quite a bit too.
Hi, if I understand correctly you guys tried out my map some time ago.  I guess you didn't keep it on your server.  Would be nice to know what you guys thought of it.  What is wrong w/ it? How it might be improved?
(12-18-2010, 08:18 PM)Grup link Wrote: [ -> ]Hi, if I understand correctly you guys tried out my map some time ago.  I guess you didn't keep it on your server.  Would be nice to know what you guys thought of it.  What is wrong w/ it? How it might be improved?

Got a few screenshots to jog our memories?

We do 4 new ones every week, sometimes its a bit hard to all keep track of
Thanks for asking.  Some screenshots are here:  http://forums.tf2maps.net/showpost.php?p...stcount=18

Oh yeah.... That's the map with conveyor belts and death traps and stuff.

I think we played that a long while back.

I'm sorry I can't put forth a detailed analysis of the map (since we did play it ages ago), but a few random thoughts that stuck with me are that I found the map chaotic and gimmicky. Snipers had an advantage on the map, and the conveyor just fed kills to mini sentries.

Oh, and I think we were more focused on getting blown up by lasers and riding conveyor belts than actually capturing the point.

It should also be noted that KOTH maps aren't exactly our favorites and have to wow us in some major way to get on the map vote list... I don't even think we have one on rotation at all.
Ah, this one, one problem that I think you have, and many Koth maps have is that you have a lot of unused space that's just "there"

A lot of the areas behind spawns with the conveyors and stuff just don't need to be there. What you should focus on for a koth or arena map is making an awesome center point, then slap the spawns on with 2 - 3 short paths to it.

The point itself isn't badly designed, but you could cut down on players getting lost or time spent wandering if you cut out some of the back sections or made things smaller.
Wow, thanks so much for the honest feedback (and so detailed considering how far back you guys played it).

Let me see if I can address some of those points (most of which I agree with).
(12-19-2010, 04:48 AM)Grup link Wrote: [ -> ]Wow, thanks so much for the honest feedback (and so detailed considering how far back you guys played it).

Let me see if I can address some of those points (most of which I agree with).

Whenever you have another map (or a friend's) done and want to try it, post it on the Map sugestion thread and we'll see if we can play it on the next TFT ;D