• Map Testing Program General Discussion
    271 replies, posted
In my time of play Spies and Scouts seems to dominate the map due to being able to capture the reactor easily. Although that could easily be because of lack of competent players and engineers.
[QUOTE=Spectre1406;45333648]It's early morning and the first time I played Asteroid, my head hurts. It needs bunch of arrows and map at spawn.[/QUOTE] The issue is the lack of textures. It's not very big, I got the jist of the maps design after about 15-20 minutes of play, but the all white textures make it feel like every stairway is the same.
[QUOTE=Fapplejack;45333754]The issue is the lack of textures. It's not very big, I got the jist of the maps design after about 15-20 minutes of play, but the all white textures make it feel like every stairway is the same.[/QUOTE] That's what I was thinking. I know finished maps have team-colored walls and objects so that you can easily tell where you are, but since it has blank walls it can sometimes be a little confusing.
[QUOTE=kariko;45333776]That's what I was thinking. I know finished maps have team-colored walls and objects so that you can easily tell where you are, but since it has blank walls it can sometimes be a little confusing.[/QUOTE] Some orange and gray etc dev textures, even, to differentiate the different parts of the map.
On last point of cactus, the cart flipped upside down, and was unable to be pushed [t]http://cloud-2.steampowered.com/ugc/591412339818726641/D4E71CD07718C39AD1118D065EA0C123DC73A3BC/[/t] Then after about a minute it spun around [t]http://cloud-4.steampowered.com/ugc/591412339818728904/124927A760200637A346AB92D24B79FF6077658B/[/t] Then another minute later it blew up, but the round didn't end.
So on Cactus Canyon, across from the water pit at the bottom of a big hill at the beginning of the map (I don't know which stage, sorry), there's a huge open area to the left (coming from BLU's spawn). One sentry there is extremely difficult to take out, because there's no cover whatsoever, there's no line of sight for snipers, and it's out of effective range for demos. You more or less need an uber to take it out. If some cover was put in there, I think it would be more interesting visually(considering it's currently basically a flat bunch of dirt), as well as make it more balanced. My two cents. It'd also be a good idea to toss in some arrows on Asteroid, even if they're only temporary, it's really disorienting to try navigating the dev textures.
On RD_Asteroid, no-one ever fucking uses Engineer teleports because people always look in front of them and use the tele in spawn. Please make it so teleporters made by teammates are more noticeable then the one in spawn, because I really think the tele I have to their base is better then the one that goes to the battlements, but apparently everyone would beg to differ.
i know the robots are supposed to be humorously defenseless, but they could at least attack in close range for super minimal damage.
[QUOTE=kibbleknight;45334573]i know the robots are supposed to be humorously defenseless, but they could at least attack in close range for super minimal damage.[/QUOTE] I think it would give them a lot of character if they called for help when attacked, ala Saint's Row 4 CID's.
[QUOTE=kibbleknight;45334573]i know the robots are supposed to be humorously defenseless, but they could at least attack in close range for super minimal damage.[/QUOTE] I think for Asteroid they should stay defenseless, but allow mapmakers to customize the robots somewhat for their own RD maps. What if on one map, they were humanoid sentries, and they increase in level alongside value? And you could have 'neutral' bots that anyone can kill for credits, or a neutral core that builds up and can be stolen from to add to your team's core total. Give us lots of options for map making.
Instead of wandering around in a circuit, they should move from control panel to control panel, pressing buttons or something.
Asteroid is really frustrating to try to move through. You run in a straight line from core, robots 3, robots 2, robots 1 and if you keep going thinking you are gonna end up outside, but you end up in a seriously long tunnel. That seems to happen A LOT on the map. You expect a path to take you somewhere, and instead you get sent back the way you came, or on some long route to somewhere were you don't know where you are. Take leaving spawn for example. Take the wrong door, and you get sent on what feels like a much longer path to a less desirable area of the map. Why? I think part of the problem is that you can't look somewhere and see a path to get there. You are left guessing. The upper battlements around the "A" door are particularly confusing. I don't actually know how to get there from inside the base. I just end up there trying to find something else, usually metal or health packs, which are also ridiculously hard to find and placed in strange places. Might just be first day novelty, but the map really feels like it caters to spies and scouts right now. I wonder what the map would feel like if the outside mid-field was greatly expanded and the first robots were moved outside.
The only thing that makes Scout and Spies have dominance in a wide map is the lack of area denial classes like Demoman and Engineer and of course Their natural counter the Pyro. If a certain type of class is cutting your defense in pieces it means that your team really needs to get their shit together and change class to even things out. And don't forget that Scouts and Spies have the upper hand on maps like CTF and SD that's why you see a really good amount of them in maps like this. But put in some smart engineers and some good Snipers to see what happens.
funfact: you can heal the robots using the amputator's taunt.
[QUOTE=PSI Guy;45334432]On RD_Asteroid, no-one ever fucking uses Engineer teleports because people always look in front of them and use the tele in spawn. Please make it so teleporters made by teammates are more noticeable then the one in spawn, because I really think the tele I have to their base is better then the one that goes to the battlements, but apparently everyone would beg to differ.[/QUOTE] I built my entrance near the default teleporter's exit
Here's my ideas for making asteroid a bit better. - Remove a few of the lasers from the gates, or at least spread them out a bit more. Spacial recognition is a bitch in FPS's, and dying from a laser you thought you weren't in the way of is frustrating as hell. - Make the rooms to the side of the vault a bit bigger. TF2 has some tight spaces, but no spaces THAT tight. It results in awkward and buggy combat at such a close range. - Make certain corridors shorter. Specifically the vent from the side of the vault, the underwater section in each base, and the cave underneath both bases. They don't have anything interesting in them, and result in a shot period of bore which could very well be eliminated. -Allow access from the teleporter spawn during setup. The area is closed off while setup is going on, and results in some frustration in the event you wanted to return to spawn. Maybe open up one more corridor from that spawn to the (A) bot room that remained open during setup. - More healthpacks on the map. Many larger rooms lack a healthpack, resulting in searching side rooms to fine an available one, and as a result, it wastes time given the size of some of these corridors as stated up above. - Reduce the respawn time for beep boops, mainly in points where teams have less cores. The main example I can give is the many times I had rushed in with a team, wrecked all 6 bots, and then realized there was nothing to do because there were no available bots and no points worth stealing. At that point the next logical thing to do, sadly, is to spawncamp the other team until the beep boops come back. Still, this game style is a lot of fun, since it doesn't take much to rack up points, making it go faster than most CTF games.
that is most likely a placeholder. as we played, we realised and told everyone that only snipers benefit from that tele. Asteroid has the potential to become one of the most fun maps ever, though it demands a bit more navigation than your average map. nothing too terrible though, just like steel its a matter of getting used to the layout. i'm pretty sure most if the issues will get fixed as soon as some basic stuff like arrows and others are added to the map so you can get around more easily. some notes i took from the hour or so in a 12v12 server: -the robots need to posses some kind of self defense agaisnt enemies, even if its just minimal. -respawn timers for robots need to scale according to the amount of players -bonk scouts should be killed by the lasers -the hud could display if any robots are under attack, and the ubication of the core stealer.
The Air Strike and BASE Jumper work pretty well on Cactus Canyon. At least on defense on the first part of the map. Once you are at max rockets it's just jump up, rain down terror, return to high ground and do it again. Makes me wonder if they tested it on that map.
[QUOTE=Metaru;45335138] -the hud could display if any robots are under attack, and the ubication of the core stealer.[/QUOTE] It does. The A, B or C will flash when a robot is being attacked. I have a few critiques about the map so far: -The teleporter in spawn should be two way, especially since once you leave the room with the teleporter exit you can't get back in. -The reason plenty of players are getting confused about where to go is due to no clear view of a path. I'm thinking once the detailing starts and arrows show up it'll be easier to recognize where to go. -The corridors get quite cramped. There's a reason very few players actually like Junction, cramped spaces make Soldiers and Demomen have an easier time with splash damage and direct hits. -Health kits and ammo aren't really advertised, so to speak. They're quite hidden in alternate paths, but there's no way for players to know where the kits and ammo are without really exploring the map. Making windows where the medium health and ammo kits are when they're above/behind walls, putting more small kits near the action areas (especially the entrance near A, you have to go to the underground area or all the way past A upstairs to get health). -Make it more obvious that players can stand on the enemy core pickup area to get more of the enemy's cores, I've seen plenty of people leave with only single digits of cores when the enemy had plenty to steal. -Can Engineers heal the bots? That could potentially be a good feature. -Spies have trouble dealing with the bots from what I can see. Make them sappable/backstabable? -It's incredibly hard to see enemy players in the water from above. Make the water more visible, unless that's intentional for some reason. -Death pits in the base don't work, as others have mentioned. Otherwise, I enjoy the map, and this game mode has serious potential.
I redact the thing I said earlier about the lazers. I figured out how to get through them super easy.
I've seen several occasions where I have the core and a teammate also picks up another. I'm not sure if this is a big or a feature. I'm also surprised that it doesn't seem to botch custom HUDs too badly.
How annoying would it be if the little bots all had short circuits? I've played this map a bit, i'm no map expert or anything, but I'd like to see a 2-way tele for that front teleporter, fix the underground paths, add signs that say things like "THIS WAY TO POWER CORE" etc. Oh and fix it so you die when you fall in that pit in the bottom paths. I would like for there to be some kind of feature like, if you're carrying the power core, the enemy teams lasers shut off or something, and also if you're in your base carrying the enemy core, they shut off for you so you dont have to go through the vents or dodge beams to get to your own cap. ALSO when the map comes official I want Moonrakers. I wouldn't even care if they were reskins, laser hitscan reskins for everyone. YOU'RE ON A JAMES BOND-ESQUE SPACE BASE, YOU NEED LASERS.
My main gripe right now is that the mid point for Asteroid feels too small and cramped. Especially for an area that has a lot of high traffic at the start of the game. Wider and longer brides, or just some more ground in general to take the ease off of the surrounding death pit might be good, otherwise it feels like Mini-Sentry Engineers and Pyros are going to make traversing through there miserable. [QUOTE=Metaru;45335138] -the robots need to posses some kind of self defense agaisnt enemies, even if its just minimal.[/QUOTE] They could have a low damage electric shock, like the one fired from the Short Circuit, that they could use to zap players who get too close them.
Here's a few ideas and thoughts I had about the Robot Destruction gamemode in general: - They could have the worker bots to attempt to escape to a certain "locker", where they hide for 5-10 seconds and re-appear from a different "locker" in the map. This would also heal 50% of the bot's health. - B and C bots should ramp up in health, like 600-700. - C bots could have a dispenser effect applied to them. - I don't know how stealing the enemy cores works, but I thought of having it steal up to 25% of the enemy's current amount of cores. - There could be a big "boss" bot that appears when all A, B and C bots are destroyed. Sitting in its own room, having various self defenses like reduced damage homing rockets. - Normal worker bots could have small, almost harmless short circuit zaps every second they get damaged to every enemy in a certain radius.
[QUOTE=Vincentor;45336049] - I don't know how stealing the enemy cores works, but I thought of having it steal up to 25% of the enemy's current amount of cores. [/QUOTE] Right now you can potentially steal all of the enemies cores, the longer you stand in the intel area the more cores you steal. It's a risk/reward thing, the longer you stay there the more cores you get, however you run a greater chance of the enemy attacking/killing you. Personally I like the mechanic.
Does anyone want to make a video of Detojumps on Cactus with me? I can provide the demos, though I cannot convert them :\
A few thoughts. [B]Robots[/B] Robot hitboxes are big enough that if you try to attack someone who's behind a robot from your team, you can easily end up hurting yourself from splash damage exploding on the robot. Please let close-range projectiles like rockets go through robots like they would teammates? Robots panicking when attacked is fine, but make them try to 'run away' within their given area. They currently just go back and forth. [B]Stealing Energy[/B] Currently there is no reason not to take all the enemy's credits when you decide to make a heist. The fact that the core always returns after a minute is also annoying. -Penalty for carrying tons of energy; slowed move speed and increased weight after a certain point, maybe? Makes big game-changing heists require a lot more work. -Make the Core return timer dynamic somehow; to balance out bigger steals being heavier, they last longer if dropped. A smaller heist returns quicker then a big heist.
-wrong thread-
I wish I could test pl_cactuscanyon, but RED had an engineer build a sentry under the level on stage 1 and we couldn't leave BLU spawn. [t]http://puu.sh/a3JcJ/f7ae20b14b.jpg[/t] Right where I'm aiming.
Regarding Asteroid, while I understand the point of the lasers is to make the vault difficult to enter, it's almost not an option to use when you're a Heavy or Spy, since you can lose your whole push to being a few HU over too much. I think instead of the 3, there should just be two with moderate distance in between the two, or spread out the three a bit. The vent is also a bit of a frustrating choke-point since it's the first time crouching is required in a section of an official TF2 map. The underwater section could use some shortening too, since unless you head straight for the path toward RED spawn, you'll take drowning damage. I haven't played enough of Cactus Canyon to judge it properly yet, but it seems fairly okay asides from the lack of ammo and health kits in some areas.
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