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#1
21
Platinum  Steam
mid
Registered: September 2011
Posts: 205

Add some more ammo to the map and I think we got a custom map that will stick/doesn't blow.

Tue, 22 May 2012, 04:31am
#2
6
boomer  Steam
mid+
Registered: September 2011
Posts: 356

I run out of ammo every life on this map

Tue, 22 May 2012, 04:38am
#3
-3
Juunee  Steam
high
Medium_ce37e900429f56cfdf1a9d7402bc083d
Registered: September 2011
Posts: 1964

I keep fucking around on the map trying to find ammo because like half the kits either have small ammo or it's just a health kit and nothing else.

other than that I really enjoyed it, finally gullywash/warmfront can be removed from rotation. Here's hoping for foundry to get put in.


fou/nd/you forever

Tue, 22 May 2012, 04:39am
#4
7
scorpiouprising  Steam
mid+
Medium_704d0f8b0fec7f6ba65d2516a93519f4
Registered: September 2011
Posts: 389

I HEAR, AND OBEY!

In all seriousness though, I am working on an updated version coming up sometime this week or next. Ammo at mid will be rotated (the medium that is in the far corner will end up by the rock and the small will end up either in the far corner, or near the windows at mid. Medium/smalls at second will be made mediums or otherwise moved around to make things easier. Warehouse will have a medium in the computer room and a small in the area near the bridge to the spire. Lobby to last gets a medium.

Tue, 22 May 2012, 04:49am
#5
0
synchro  Steam
high
Medium_bb2b3030ac8da647697df94d85c1a6b0
Registered: September 2011
Posts: 1033

"Where's the ammo?" "I have no idea." "Try that corner?" "Oh I found it, it's under this weird ramp thing in the literal worst spot."

My first process scrim.

Other than that it was sweet though.


Big Shot Gaming - MI LAN Party, Fall 2012
website
facebook event
steam group

Tue, 22 May 2012, 05:00am
#6
1
Abramelin_  Steam
high-
Medium_2cb8a9960c321b5eea8913b6b10d524b
Registered: September 2011
Posts: 900

Awesome map. Here's to hoping that it stays in the rotation for seasons to come.


Tue, 22 May 2012, 05:14am
#7
14
Loronix  Steam
mid+
Registered: September 2011
Posts: 430

can we finally vote out fucking warmfront

Tue, 22 May 2012, 06:38am
#8
0
mustardoverlord  Steam
high+
Registered: September 2011
Posts: 2461

Loronix wrote:

can we finally vote out fucking warmfront

Tue, 22 May 2012, 06:39am
#9
-3
doggles  Steam
mid
Registered: September 2011
Posts: 181

Kirby wrote:

I knew everyone would love this map. Honestly one of the best custom maps in awhile.

speak for yourself man. i don't like this map and i haven't spoken with anyone who does

Tue, 22 May 2012, 07:10am
#10
0
Trekkie  Steam
high-
Registered: September 2011
Posts: 713

the map isnt blatantly awful, but it isnt amazing either.

Im hopeful subsequent releases will improve it and we may have another mpa that will stick around for a while.


Tue, 22 May 2012, 07:12am
#11
9
Juunee  Steam
high
Medium_ce37e900429f56cfdf1a9d7402bc083d
Registered: September 2011
Posts: 1964

http://i.imgur.com/ahlrw.jpg

Getting the jump on this one


fou/nd/you forever

Tue, 22 May 2012, 08:14am
#12
4
boomer  Steam
mid+
Registered: September 2011
Posts: 356

i think it's the best custom we've played in a while, but i really do not enjoy playing soldier on it

Tue, 22 May 2012, 08:15am
#13
0
Trekkie  Steam
high-
Registered: September 2011
Posts: 713

one thing i really like is last seems to be quite balanced


Tue, 22 May 2012, 08:17am
#14
5
blaze  Steam
mid
Medium_ldrepur
Registered: September 2011
Posts: 244

ramp slides :))

Tue, 22 May 2012, 08:29am
#15
-1
mustardoverlord  Steam
high+
Registered: September 2011
Posts: 2461

boomer wrote:

i think it's the best custom we've played in a while, but i really do not enjoy playing soldier on it

Tue, 22 May 2012, 08:59am
#16
-1
swedes  Steam
mid+
Medium_32509
Registered: September 2011
Posts: 433

map is fun, but then again I like almost all maps

keep gully and warmfront in tho!!! or at least gullywash

Tue, 22 May 2012, 11:59am
#17
6
mustardoverlord  Steam
high+
Registered: September 2011
Posts: 2461

keep gullywash it's a good map fuck anyone who dislikes it

Tue, 22 May 2012, 12:56pm
#18
-5
mausy  Steam
high-
Medium_f3c2f7cf5b43be135ff8f9f1ffd7be4b
Registered: September 2011
Posts: 766

remove warmfront, put in good map and the ESEA maps are perfect

Tue, 22 May 2012, 02:27pm
#19
-3
FFG  Steam
high-
Medium_042722ee5586827617d7f3af46716c85
Registered: September 2011
Posts: 628

mausy wrote:

remove warmfront, put in good map and the ESEA maps are perfect

Tue, 22 May 2012, 02:29pm
#20
-3
Freakin  Steam
mid+
Registered: February 2012
Posts: 365

Yes, remove warmfront. Keep gullywash and process.

Tue, 22 May 2012, 02:34pm
#21
-4
imblind  Steam
mid+
Medium_82a372cf8ed8b839edd93ef83bf914f0
Registered: September 2011
Posts: 307

please get rid of warmfront literally nobody likes it, i'd also like to see standin get another chance with the respawn timers fixed and the cabinets being much farther away.

Tue, 22 May 2012, 02:40pm
#22
-2
defiance  Steam
high
Registered: September 2011
Posts: 1042

last is way too cluttered in my opinion. Also the point can be capped from the other side of the railing.

Tue, 22 May 2012, 03:28pm
#23
3
technosex  Steam
mid+
Medium_5089d5d1da52004525df527b2cd56773
Registered: September 2011
Posts: 485

the little room above last is the best thing ever

also ramps

Tue, 22 May 2012, 03:46pm
#24
1
ukm  Steam
high
Registered: September 2011
Posts: 1056

i wasnt really enjoying it but im not sure i can articulate why very well

i guess mainly its that there are so many little doorways and nooks etc in/around 2 that it feels hard to be confident you've cleared everything when pushing

seemed like when we blobbed up and pushed as 6 we'd inevitably have a backcap or dudes gettin behind us, whereas if we spread enough to check every entrance we would be too far apart and not enough presence during the actual push to be successful, 2 was very difficult if we didnt rollcap or get a good numbers advantage prior to pushing

on something like blands you can pretty much push yard with 5 and have one person spotting house, and someone in house can get into the yard fight really easily or get into them on bats via dropdown etc

on process you have to commit at least 1 to sewer and 1 to flank/inside/whatever if you want to ensure nothing gets behind you, both of which are cut off from the main push and make it difficult to get into the fight on 2 in a timely way (with sewer being distant and flank being a tiny chokepoint)

it might be that we were just too worried about shit behind us because we arent as comfortable on this map yet, but that's more or less how it felt - every 6v6 push into 2 was either a shitshow with stuff randomly showing up behind us / on mid and fucking upon our momentum, or we didnt have enough presence around the point during the push

it might be better given a few updates and more time to get used to the map but if i had to vote out something from the current maplist just based on how fun they seem right now it'd be process

Edit: also the size of mid feels really weird, if you are playing around your small rock watching right side and need to get into the other team playing around their sewer entrance it seems like it takes way longer to get there than it does to switch spots and support a teammate on mids from other maps, combination of the actual distance and having to take an indirect route to either jump up on the crates or go way around them

Tue, 22 May 2012, 04:54pm
#25
0
Blueberry Villain  Steam
mid
Registered: September 2011
Posts: 194

I very much enjoyed the map. The railing/cap last thing I don't care for. I agree with techno, the area above last is great. I also agree with Platinum, not enough ammo. Im gonna vote to keep it in though for sure.

Tue, 22 May 2012, 06:03pm
#26
9
PUFF  Steam
mid+
Registered: September 2011
Posts: 259

CP_BADLANDS TWICE AND TAKE OUT WARMFRONT.

Tue, 22 May 2012, 06:09pm
#27
0
grape  Steam
mid
Registered: October 2011
Posts: 130

more ammo would be nice, and maybe have 4 instead of 5 entrances into last and 2 would be convenient

also if map makers could give names to areas in their map before they release it that would be awesome

Tue, 22 May 2012, 07:25pm
#28
10
Trekkie  Steam
high-
Registered: September 2011
Posts: 713

Grape wrote:

also if map makers could give names to areas in their map before they release it that would be awesome

that is maybe the most useless thing mapmakers could spend their time on


Tue, 22 May 2012, 07:43pm
#29
0
grape  Steam
mid
Registered: October 2011
Posts: 130

regardless most maps end up basically having a standardized, universal set of names for things. it would be interesting if you just had one right from the start. for example, scorpio said there would be an ammo pack in warehouse. no idea where that is.

Tue, 22 May 2012, 07:50pm
#30
-1
VickM  Steam
high-
Medium_44320b2e2bcf2cbcfb23499696e75971
Registered: January 2012
Posts: 521

grape wrote:

regardless most maps end up basically having a standardized, universal set of names for things. it would be interesting if you just had one right from the start. for example, scorpio said there would be an ammo pack in warehouse. no idea where that is.

I kind of agree with this, since it would make pugs and ringers on custom maps a lot easier too. I tried pugging process last week and it was really funny since everyone just had different names for everything. I like custom calls and stuff, but when it comes to pugging or ringing players, having a standardized system is really nice. It can/will also help casters and mapmakers a lot more too since people can discuss the maps and analyze them a lot easier.


Running newbie mixes, please message me to coach.

Tue, 22 May 2012, 08:21pm