We have added this sweet-lookin' map to the rotation on our 24 slot pub.
The sceenshots here on fpsb attracted me to this map first, and then, after loading it up, I saw that even as nice as they are, they dont do it justice!
We have run through cpdesperadosa17 a number of times, but have yet to do so with a full server. However, I have an early review I'd like to provide.
This map is one of the nicest lookin TF2 maps I have seen. The skybox is deep and provides an inspiring view from virtually anywhere on the map. The vertical nature of the cliffside attack path provides the opportunity for some unique gameplay.
As it stands now, I see a distinct imbalance benefitting the defending Red characters that normally benefit from both increased elevation and direct lines of sight - ie: Soldier, Demo & Sniper. Soldiers are much harder to hit from below and have the added "boost" of being able to shoot the ground around an attacker for splash damage. Demos can sticky from above and just spam pipe bombs from above while remaining beyond the edge of the cliff. And snipers... LOL... We dont use a class restrict but only had two on Red, and even they felt that there needed to be more "interruptions" to their direct lines of sight - all the way down to the spawn.
Ambush characters like spies and pyros play well here and serve their purposes, as do sedentary characters like engies and heavies.
I personally, love the little custom touches. The hanging sniper... LOL :)
In regards to the sniper... Once he is shot down, the attacking players can get stuck on his ragdoll... You can shoot his body off of you and move again, but players have gotten stuck. Dunno if Red gets stuck on him or can move freely over his corpse...
I like the right-side attack path, blocked by a custom bomb that explodes after (I believe) B is capped. However, there should be some way to inform attackers that those not able to get over the rock are wasting their time going that way. Either that, or make the "barricade" passable by all characters - regardlless whether it is blown up or not. Perhaps a small underground tunnel at the end of that right-side approach path that goes under the mountain & comes out on the ledge overloooking the rope bridge? That might give the attackers back a bit of the height advantage so they could attack the defense at the top level.
Also, I REALLY like the bell! Great to see interactive props included in maps! :)
Is there any way you can add to the effect by making the bell swing when it is hit and rings? Adding a little animation would make it much more realistic. Also, someone that enjoyed the map on our server suggested making a different-toned bell on each level - A - B & C.
OK, I could stop now, but then, I just gotta say...
LADDERS THAT WORK! :)
Awesome...
I look forward to the next update and will enjoy playing this version until that happens.
Nice job! Keep on Goin'! :)
Hey Hey, Yo Yo! They call me B