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 Post subject: Cp_amsterdam_b1 feedback
PostPosted: 03 Sep 2008, 21:34 
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Geek (778)
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I was just on the custom server having fun and all that.

When i just got a serious graphical driver issue and it crashed out. Sound still played but totally crashed out, very strange don't know if it was caused by the map or what. Running a scan of stuff and will double check my drivers are upto date.

Maybe everyone else could use this same thread for feedback, upto you guys i didn't know where else to put this.

The map itself was pretty well laid out and definately good looking, love the little trams. Although I wouldn't say i've been on it long enough to really get to grips with it all!

Anyway it seems cool. What do you guys think?

_________________
Computer is fixed. That is all.


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PostPosted: 03 Sep 2008, 21:39 
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Illiterate (5)
ai, sorry to hear that. Hope it's just a one time thing, or at least not caused by our map.
We would definatily keep this threat open for possible problems so we can fix em in Beta2.

SLiD3 & Maus


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PostPosted: 03 Sep 2008, 22:05 
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So long and thanks for all the fish! (1771)
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Awesome maps. Ofcourse,I would like to see a few things improved.

The run from Red spawn to Point one seems very long. It might be the equivalent of Dustbowl, but Dustbowl is a three-stage map, amsterdam is a one stage map. Making a "drop down vent" or something like that, which closes when point 1 is taken might fix this.

On the final point, I would like to get the "boarded" window opened up, to make it easier to defend, but I do understand the point about sentries getting destroyed too quickly then.

Maybe add a small sniper position on the top floow, in the small corridor furthest to the left. In addition to this, add a little more cover for the attackers (Nothing big, just somewhere to take cover besides the truck).

Improve the sky box a bit, eg. add cardboard boats, fix the "cut-in-half" house, etc. Lower the "roof" of the map outside, so that BLU demomen can no longer jump up and see down into the red spawn.

Make the crates in the BLU spawn climbable,so the BLU teamhas something to toy around on, while they wait for the round to begin.


The only thing that concerns me about the map are the very confined spaces. Pyroes have a huge advantage on this map, while scouts have a very hard time getting kills. Also, the map might end up as a clusterfuck when playing with 30 players (we have to test it to know :)).

Besides this, I love the map :D

_________________
<@Howard_s> usa just has a made up economy - they can't really go broke

JuncoPartner: I could barely hold it up for long.


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PostPosted: 03 Sep 2008, 22:07 
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So long and thanks for all the fish! (1771)
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Oh, and I LOOOVE all the small details about the map. The ducks in the water, the fake shark-fin, the cardboard pigeons, the "scoreboard" by the sniper position (btw, can I get that as a spray? :P) not to mention the awesome artwork in the sewers.

_________________
<@Howard_s> usa just has a made up economy - they can't really go broke

JuncoPartner: I could barely hold it up for long.


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PostPosted: 03 Sep 2008, 22:19 
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The Necromancer (4970)
Funny that you notice these things on Amsterdam but not on Meridian, Spike. :-P

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War does not determine who is right - only who is left. - Bertrand Russell


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PostPosted: 03 Sep 2008, 22:21 
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So long and thanks for all the fish! (1771)
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[SpA]Lim-Dul wrote:
Funny that you notice these things on Amsterdam but not on Meridian, Spike. :-P
Because I don't find Meridian to be well-done ;)

_________________
<@Howard_s> usa just has a made up economy - they can't really go broke

JuncoPartner: I could barely hold it up for long.


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PostPosted: 03 Sep 2008, 22:23 
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The Necromancer (4970)
OK - let's not get back to that - we know it's about your irrational (except for the missing overlay) prejudice towards the map. ^^
Even though cp_amsterdam has at least as many paths as Meridian does. :-P

_________________
War does not determine who is right - only who is left. - Bertrand Russell


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PostPosted: 03 Sep 2008, 22:31 
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Has no REAL life! (3426)
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i'm impressed by so much love for details & design...this map is just awesome...one of the best cumstom maps i've ever saw (i swear ;D) ... u deserve all mah respect & luv for this masterpiece! <3

_________________
...:::~*We Can't Be Adults! We're Steadily Growing!!*~:::...


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PostPosted: 03 Sep 2008, 22:33 
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The Necromancer (4970)
Yep - this is pretty much a given - the map will make it big in the custom map community even if it itself is quite small. ^^
The short round I played with 3on3 proved my concerns about the gameplay were probably unfounded BUT I still have to wait for some proper "dozen vs dozen" fights and probably large-scale Server #1-3 tests.

_________________
War does not determine who is right - only who is left. - Bertrand Russell


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PostPosted: 04 Sep 2008, 08:10 
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So long and thanks for all the fish! (1771)
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I was going to try and stickyjump everywhere on the map today (to make sure you cant get to some place not intended, but unfortunately spore is released today :P

_________________
<@Howard_s> usa just has a made up economy - they can't really go broke

JuncoPartner: I could barely hold it up for long.


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PostPosted: 20 Oct 2008, 19:48 
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Illiterate (5)
hey everyone,

First off, thanks for all the feedback and energy spent onit,

We just returned from holidays. We're now busy gathering ALL the feedback we can find in order to sort things out and come up with solutions for the problems we're seeing and reading about. Some will be easier to fix (teamswitch) but others will take a bit more time (2nd cap being hard to get to) and will perhaps require alot more work to fix in order to get to Beta2, but we're definitely not quitting :D

If you have any additional feedback, info or suggestions on how to solve some of these issues, we'd be very gratefull.

thanks again for all the feedback, it's incredibly usefull.

cheers!
Maus&SLiD3


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PostPosted: 22 Oct 2008, 13:40 
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So long and thanks for all the fish! (1771)
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As I told Slide earlier;

many people are sad about this being a 2 cap/1 stage map. I think that adding a third point could fix the access ways to the last point. Add another point that has it's own accessway from BLU spawn and the last control point. Maybe even add an accessway that merges with the current backway to the last point. Also, remember to add an accessway from the new CP to the current first CP. Now the map would be a 3-CP Attack/Defence map alike Gravelpit. I ca nshow you what I mean ingame tonight :)

_________________
<@Howard_s> usa just has a made up economy - they can't really go broke

JuncoPartner: I could barely hold it up for long.


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PostPosted: 22 Oct 2008, 14:18 
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The Necromancer (4970)
The map has some pretty hideous FPS issues and they are my main concern. I discussed my feedback in more detail in this thread:

http://forum.specialattack.net/viewtopic.php?t=3621

Of course there's also the issue of TF2 not changing sides after a team fails to capture the second point but I know you guys are aware of that.

_________________
War does not determine who is right - only who is left. - Bertrand Russell


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