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ETF2L Mapping Contest: The Final Countdown

Created 10th May 2009 @ 17:10

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F2

Danmark

We only looked at submitted maps.

daf

yoyotech
Hey dats!

Wait, wait… no follower? Huh?

MangyCarface

What he said, there are a couple rocky ledges that allow for more interesting soldier ambushes.

Renegade, if you examine the last points, look up high high high, each side has a weapon next to their individual signs. I take it as a compliment that a cursory glance won’t let you see them.

.____________.

No follower? :/ How very silly *sadface* It is kinda a dead look-alike to granlands, but is one of the best maps tbf.

And why wasn’t hillside even submitted? Seemed to be one of the favorites in the playtest pickup when it was still in it.

compton

cvx|

Zipok was AFK for a couple of days and the deadline ended during that time, it’s a shame :(

kaidus

7
WiK?

That sucks. Hillside was easily a top 5.

Renegade

Imperial

My input for my second pick, again, no particular order.

cp_waste: (ash_ridge) latest played on _final

-Very interesting layout in general. The u-bend style works well, each point seems to work well. The physical appearance works really well. (Some good use of unfluence from cp_well).
-Last point is like a compact version of cp_well, and the upper areas are much easier to get to for all classes, changing the dynamic of the fights.
-Setup time could work well for the middle point. woould allows classes like Heavy and Sniper to work well. The three entrances all separated allows for many succesful ambushes, but without being too separate from the main fight.
-Second point is interesting, and doesnt go too far from the norm: slightly higher areas over the point.
-Like in all Valve maps, the reason for fighting is clearly given: each team wants control over the enemies waste disposal technology. Its always nice to have a reason for mindless killing.

-A small suggestion; I would suggest to consider placing the second control point into the separate room parallel to it, or reduce the size of that other area. By placing the CP over there, you make the distance between 2nd to 1st, and 2nd to 3rd bigger, but it also places less emphasis on the corridor that is already going to be more popular. This forces teams to spread out more: some players near the point, some watching the second entrance. Makes the area useful, spreads the defence out. I think it would fit well.
-If people take damage going into middle on the left entrance, there is nowhere to retreat to to grab health. They are forced to completely leave the area, or defend it low. Even a small health here could make this entrance more viable for pushes.
-The last point captures very fast considering how large and wide it is.

Thats all for the moment, will do my last 2/3 soon.

Wiiking

hillside and follower was nice to play, even if i never really liked mid on follower :P… plus it have the hole :D

anyhow i havent played the maps enough to have any good thoughts about which are top 5

gryzor

cp_follower is easily a keeper, vilepickle has more experience creating fun, beautiful and balanced maps than any of the people at Valve tbfh. He’s been doing fortress-style maps for what, 9 years now?

Zipok

I indeed missed the deadline by two hours, and the latest version is broken with some bugs, but as I read this topic, I’m starting to feel like bugfixing, perhaps I’ll upload the fixed version soon, despite the map competition deadline crap. :p

MangyCarface

Next step?

F2

Danmark

Next step is to find a date where 4 top teams can actually play these maps. I’m working on that!

baerbel

trick17
trick17

gogogo! :D

Morty

RG

any update? :)

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