Not sure if I'll get any response here but if you'd like to give some feedback on my map pl_tzatziki it would be much appreciated.
I do read all in-game chat on the demos but maybe someone would rather type it out here.
Tzatziki feedback
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Re: Tzatziki feedback
*Dav voice*: "First of all"
Ban Klar
*Dav voice*: "Second of all"
2.1 The map in many places is still bit too bright and it would be good to work on it slowly in next versions (or at least please deliver us some sunglasses )
2.2 I have mixed feelings about the bridge between the first and second point. I have feeling that RED pyros can easily push BLU from the bridge into abyss when BLU push cart
*Dav voice*: "And finally"
I like the new shorter route (that one from right side when you leave BLU SPAWN)
Good job!
© Dav voice and fragments of his utterances are used based on GNU license
Ban Klar
*Dav voice*: "Second of all"
2.1 The map in many places is still bit too bright and it would be good to work on it slowly in next versions (or at least please deliver us some sunglasses )
2.2 I have mixed feelings about the bridge between the first and second point. I have feeling that RED pyros can easily push BLU from the bridge into abyss when BLU push cart
*Dav voice*: "And finally"
I like the new shorter route (that one from right side when you leave BLU SPAWN)
Good job!
© Dav voice and fragments of his utterances are used based on GNU license
Re: Tzatziki feedback
Responses to D@vo above
2.1 - decals instead of the placeholders would help dial in the right level of lighting.
2.2 - it's hard for a pyro to make it to the bridge if there are any sort of number of blus pushing due to the big open ramp the red pryo needs to get up. I've not seen too many people pushed off now that people are aware the gap is there and don't fall off.
My suggestions:
3.1 A second exit from the final blu spawn to help alleviate the issue with Red still being setup in front of the sole exit. Sole exits are a bad design choice in general as it encourages spawn camping but here it's very easy to get that situation accidentally. Blastpit final blu spawn has a similar issue.
3.2 Visual indication of what can't be jumped over (invisible walls are really annoying).
2.1 - decals instead of the placeholders would help dial in the right level of lighting.
2.2 - it's hard for a pyro to make it to the bridge if there are any sort of number of blus pushing due to the big open ramp the red pryo needs to get up. I've not seen too many people pushed off now that people are aware the gap is there and don't fall off.
My suggestions:
3.1 A second exit from the final blu spawn to help alleviate the issue with Red still being setup in front of the sole exit. Sole exits are a bad design choice in general as it encourages spawn camping but here it's very easy to get that situation accidentally. Blastpit final blu spawn has a similar issue.
3.2 Visual indication of what can't be jumped over (invisible walls are really annoying).
Re: Tzatziki feedback
[quote=Derfy post_id=52486]Responses to D@vo above
2.2 - it's hard for a pyro to make it to the bridge if there are any sort of number of blus pushing due to the big open ramp the red pryo needs to get up. I've not seen too many people pushed off now that people are aware the gap is there and don't fall off.
[/quote]
RED pyro can hide behind barrels on the end of the bridge.
I'm not sure about windows (the ones which you see when RED leave their first spawn), from which pyro can fall, reach and push people in abyss
But I generally agree there haven't been many such situations so far
2.2 - it's hard for a pyro to make it to the bridge if there are any sort of number of blus pushing due to the big open ramp the red pryo needs to get up. I've not seen too many people pushed off now that people are aware the gap is there and don't fall off.
[/quote]
RED pyro can hide behind barrels on the end of the bridge.
I'm not sure about windows (the ones which you see when RED leave their first spawn), from which pyro can fall, reach and push people in abyss
But I generally agree there haven't been many such situations so far
Re: Tzatziki feedback
I like the bridge in principle, but something is wrong about that area. Maybe too many holes for snipers to peek through? I don't know.
And I'd like to be able to jump off the balcony in spawn to kill myself. Thanks.
And I'd like to be able to jump off the balcony in spawn to kill myself. Thanks.
Re: Tzatziki feedback
I really like the map, GJ Stof.
My feedback would be, as others have said the bridge needs a re-work. Rather than it being one path, maybe make it bigger as at the moment it too easy to be airblasted off or sniped.
Maybe have some fallen columns so we can have more of a fire fight on that section?
Last needs a little work, altho I have seen it held i think the last point could be bigger and more open. Also, the spawn is very close to the last cap and as Derfy says it doesnt help spawn campaign on even Red Engie's building just outside spawn.
Love the map especially as a pyro as there are some nice side routes HF
My feedback would be, as others have said the bridge needs a re-work. Rather than it being one path, maybe make it bigger as at the moment it too easy to be airblasted off or sniped.
Maybe have some fallen columns so we can have more of a fire fight on that section?
Last needs a little work, altho I have seen it held i think the last point could be bigger and more open. Also, the spawn is very close to the last cap and as Derfy says it doesnt help spawn campaign on even Red Engie's building just outside spawn.
Love the map especially as a pyro as there are some nice side routes HF
Re: Tzatziki feedback
Thank you all for the feedback.
Looks like B needs the most work
[quote=Derfy post_id=52486]
My suggestions:
3.1 A second exit from the final blu spawn to help alleviate the issue with Red still being setup in front of the sole exit. Sole exits are a bad design choice in general as it encourages spawn camping but here it's very easy to get that situation accidentally. Blastpit final blu spawn has a similar issue.
[/quote]
There should be 2 exits from that spawn as the first spawn door should become active again once BLU gets the spawn room. If not then I must have made a mistake in the map logic. I'll test/fix this.
Looks like B needs the most work
[quote=Derfy post_id=52486]
My suggestions:
3.1 A second exit from the final blu spawn to help alleviate the issue with Red still being setup in front of the sole exit. Sole exits are a bad design choice in general as it encourages spawn camping but here it's very easy to get that situation accidentally. Blastpit final blu spawn has a similar issue.
[/quote]
There should be 2 exits from that spawn as the first spawn door should become active again once BLU gets the spawn room. If not then I must have made a mistake in the map logic. I'll test/fix this.