• Map Testing Program General Discussion
    271 replies, posted
[url]http://www.teamfortress.com/post.php?id=13817[/url] [QUOTE][B]How do I participate?[/B] Click on Play Multiplayer, enable Play Beta Maps checkbox, and then choose a mode to play. [B]Why are you running a maps Beta?[/B] We would like to include the community early in the development process to gather feedback as we try variations in the map layout and game play mechanics. [B]What sorts of things can I do to help the development process?[/B] Continually playing the maps is one of the biggest ways you can help us develop. Having servers full of users interacting with each other quickly points out problems with the gameplay that need to be addressed. [B]How do I submit feedback?[/B] To help gather feedback, send us links to discussions happening on your favorite community forum. Or you can write us directly to express your thoughts. We will also be joining servers to play alongside you, shooting down enemies for the greater benefit of the team. [B]Will the maps be changing a lot?[/B] Yes. There will be times when a change will be needed. That change may be as small as moving a health kit to a different room or it may be a larger change, such as reworking an entire section of the layout. [B]Are the game mode rules final?[/B] No. We may see drastic swings in rule sets to make comparisons to previous versions. We may change the rule set one update only to find the previous iteration was better. [B]Are there Beta map servers? Can we host our own?[/B] Yes and Yes. We're running a set of official Valve Beta servers using quick play matchmaking. Community server owners are welcome to host beta maps.[/QUOTE] So, basically Valve wants feedback from players. Anything about suggestions or ideas for the new maps go here. The TF Team will probably read this thread, so don't hold back with your ideas. Sent them a link of this thread, BTW.
This testing program may reduce our future hype trains. But it's still cool.
Somebody should get a facepunch server up with these two maps 24/7 so we can give them a proper playthrough and give some feedback.
As always, map testing on the TF2maps.net servers. US Server:[URL="steam://connect/usa.tf2maps.net:27015"]70.42.74.31:27015[/URL] EU Server:[URL="steam://connect/eu.tf2maps.net:27015"]91.121.155.109:27015[/URL]
would be a great idea to get a overview/top down of the maps in the OP so we can adress any specific elements in the layout.
[QUOTE=mattmanlex;45332486]Being able to steal that quick is kind of fucking silly [IMG]http://i.imgur.com/IO45Cjy.png[/IMG][/QUOTE] as requested reposted here also the pits in asteroid dont have kill zones but i sent that to them directly
-snip-
[t]http://i.imgur.com/gWn7C6Q.png[/t] [t]http://i.imgur.com/NajTN6I.png[/t] I'm not at all an expert of maps but this isn't supposed to happen right?
[QUOTE=Steel & Iron;45332605][t]http://i.imgur.com/gWn7C6Q.png[/t] [t]http://i.imgur.com/NajTN6I.png[/t] I'm not at all an expert of maps but this isn't supposed to happen right?[/QUOTE] map aesthetic comes second first they want to iron out all the kinks with the gameplay
I think I might make some guides for engineer for both maps: Ya know things like sentry places where the engineer can exploit giving he's team a major advantage and sometimes give a unfair advantage ya know things like that.
There's some pits on the rd map that don't even kill you. You just fall in there and can't get out lol.
[QUOTE=FiveEyes;45332600]Those lazers are ridiculous. Anything slower than Scout will never make it through. They're spaced too close I feel for anyone to have a chance to try and get through them.[/QUOTE] I don't have any problems with them. They're actually okay in difficulty.
I'm playing the space map. If their goal was to achieve the most confusing map ever, they've achieved it. It's huge, yet there's so many paths that go around only to take you back to where you were. Some paths just seem redundant and completely pointless to take. The game mode seems fun though, it's like ctf but without the turtling because there's other ways to make points than the intel, and the robots can spawn in 3 different places.
[QUOTE=Segab;45333005]I'm playing the space map. If their goal was to achieve the most confusing map ever, they've achieved it. It's huge, yet there's so many paths that go around only to take you back to where you were. Some paths just seem redundant and completely pointless to take.[/QUOTE] [QUOTE=Outro-intro;45332716]There's some pits on the rd map that don't even kill you. You just fall in there and can't get out lol.[/QUOTE] Good thing it's in Beta! I'm glad they decided to do this map testing thing. Much smarter than just releasing things that aren't balanced.
the servers pinged me back with 360 ping rip [editline]9th July 2014[/editline] and they're full
[QUOTE=Light08;45332773]I don't have any problems with them. They're actually okay in difficulty.[/QUOTE] But it makes you wait for the right timing to try and get through, in that time you could easily get killed by the other team. And if you try and go to fast the lazers will do you in. The alternative is to try and wedge your way through the vent, but because you have to crouch walk through part of it it gives the other team time to wait outside the otherside to smoke you.
I wonder if some of the guests reading the thread might be from the TF Team. Yeah, rainbows.
[QUOTE=zekrom3112;45333121]I wonder if some of the guests reading the thread might be from the TF Team. Yeah, rainbows.[/QUOTE] Hey TF Team, put some visual indicators for the heavy's accuracy/damage spinup thing pls.
My thoughts so far... Asteroid is kind of fun, but the place is too maze like at times, especially when you're running for the core. Too often did I encounter one of those quick scoping sniper scumbags who could just lock down the area from behind the laser grid almost uncontested. Speaking of the core room, since there were so few players playing on the map I was on thanks to trolling engineers abusing the pit... the enemy team scout was able to loot ALL of your team's progress and win the game with just one cap. I dunno, my first impressions of this map are starting to feel like this will be another Special Delivery in terms of popularity if they don't make this a bit easier to navigate, fix the bugs, and maybe put a cap limit or some kind of burden for anybody who manages to get to the core and steal half the team's progress. I think Cactus Canyon is pretty good, but I've been noticing some things that are rife with abuse. On the second part of the map, if you're attacking, there's a small area to your right hand side upon exiting spawn, if you rocket jump up you can see the enemy spawn below you and possibly spot where engineers are building without you being in their line of sight. This spot is right behind them and you can send out whatever projectiles you want down there. They need to put a building there to block things or a fence. I haven't played all the way through that map however, just up to the second level, but I kinda like Cactus Canyon a lot.
I've fallen in love with Cactus Canyon's second stage.
I played both new maps on the TF2maps.net server. Cactus Canyon's first stage seems pretty fun, but the second stage has a lot of problems. It's very long, so it seemed very easy for blu to quickly take the first point, but the second point was extremely easy to defend. I wasn't thrilled with Asteroid. CTF is probably my least favorite TF2 mode (besides maybe arena or TC) and it felt very similar to CTF. It doesn't help that the map felt like Two Fort in some ways, it had lots of confusing paths and the middle is a huge choakpoint. As I played the map some more and better understood the mechanics I did grow to like it a little bit better, but still I don't know if RD is going to be a game mode I play a lot.
You guys are really bad at feedback They arent just asking if you like the maps, explain if there are certain spots you dislike or feel need a rework If you want your comments to mean something, actually go back and play the map thoroughly and report broken parts and unfair ones, or ones you want seen
Asteroid is spy heaven. And i love it
Cactus Canyon's skybox is really fucking high.
[QUOTE=Mort Stroodle;45333148]Hey TF Team, put some visual indicators for the heavy's accuracy/damage spinup thing pls.[/QUOTE] Yeah, make the spinup sound change according to whether it's still ramping up or at full power.
[QUOTE=PSI Guy;45333405]Yeah, make the spinup sound change according to whether it's still ramping up or at full power.[/QUOTE] What about the Tomislav?
[QUOTE=Zadrave;45333614]What about the Tomislav?[/QUOTE] they can worry about that as soon as it's worth using
It's early morning and the first time I played Asteroid, my head hurts. It needs bunch of arrows and map at spawn.
As I already posted in the other thread: [QUOTE]-Valve made a [B][I]mistake[/I][/B] that makes the map unbalanced and in favor for the red team. Why you ask? Well they added so called "trigger_player_respawn_override"s so you respawn faster when you die in the middle or on the enemy side of the map. (6 seconds) But the blue trigger has a wrong size: [IMG]http://www.bilder-hochladen.net/files/big/8d7o-j3-192f.jpg[/IMG] As you can see the blue one only covers half as much.[/QUOTE]
Asteroid seems cramped in some places and without arrows, sometimes it's hard to navigate. Ceilings should be raised a bit as well.
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