ctf_faceoff_b4

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Credits

Submitter
  • P1: Beggar
    Points: 552
  • E1: Helper
    EF: 7
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
DoctuhD (Creator/Co-creator)
Key Authors
DoctuhD

Rating

8.32/10
Based off 2 rating(s)

Rate Map

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Additional Info

Development State
Beta
Version
4.0
Maximum Players
32

Stats

Post Count
3
ViewCount
558
Downloads
68
Date Added
3 years ago
Date Modified
3 years ago
  • Submission is trashed

A new intelligence map for TF2 with unique bases for each team.

Faceoff is a completely unique intelligence map. It is not like all of the 2Fort wannabees with a base on the left, a similar base on the right, and a bridge with a moat in the middle. Faceoff has it's own personality. Faceoff gives off a new lighting style, with darker environments, and similar lighting techniques that were used in Left 4 Dead, to show a player where the important areas are.

In Faceoff, the bases are simply the opposite of symmetrical. Both Red and Blue get their own unique base with it's own strengths and weaknesses. Red has a much easier defendable base, with great engineer areas and a wider area to make snatching the intelligence hard for the Blue team. Blue does, however, have their own strengths. Blue has access to a complex ventilation system that can bring them to nearly any place in the map, giving them a unique flanking ability. Of course, with Blue putting all of their effort into the attack, Red can easily catch them off guard and snatch Blue's intel, having a very easy time getting it back to their own base.

CHANGELOG -Added outdoor area -Added another vent passage. -Added more overlays. -Added much more detail in middle factory area. -Added more detail across the entire map -Fixed minor lighting issues -Fixed minor holes in map. -Fixed minor balance issues. -Removed HDR to increase FPS.

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Comments

    • P3: Peasant
      Points: 16,663
    • E4: Teacher
      EF: 114
    • C2: Ripe Member
    • A5: Veteran
      Account Age: 5 years
    nosoul

    Pros: Hey DoctuhD, good to see you made another version of your map that had HDR removed. I think it was for the better. Here are a few things that I like about the map:

    • The lighting for the most part is well done. There was one place I noticed where a light didn't have a light source, but that's not a big deal. For the most part, the lighting was nice and consistent, and all areas of the map had a good amount of lighting. I think it was made better than in v3.
    • The layout, I think is a lot more balanced than in v3. The blue team seemed not to have as big of an advantage which is much better in terms of balance. This was another big step up from v3.
    • The amount of detail is also pretty good, you have a good amount of props which bring the map to life. Your brushwork and texture work for the most part is good, but I have one complaint that I will list in cons.
    Cons:
    • My first biggest complaint is your lack of optimization. At any given point in the map, every aspect of the map is "visible" at once. It's not that you can see everything at once, but your computer is loading everything at once. If you type in 'matwireframe 1' in console (you will have to turn svcheats to 1) and you will see that every part of your map is loading at once. Make sure that you are running VVIS.exe, and your problem should be fixed. Also, you should consider optimizing. Check out this handy optimization guide.
    • My second complaint is the detail you have. Some parts of your map seem really block and they really take away from the parts that are not. Some textures are also placed in a weird way that seem out of place for them. What you should do, is do a walk through of your map and try to spot areas that seem really blocky and textures that seem out of place. Maybe pretend that you didn't make the map, it might make the process easier.
    • Some of the light props you have are grouped too close together. You should only have one light prop for one light entity and I noticed that sometimes you have three. Consider removing the extra two so that you only have one.
    • You have a couple of spawn point errors in console. I forget what the exact message was but I'm pretty sure that it meant that the spawn points were invalid. Make sure that when you make a spawn point, that it is not touching anything, even the floor otherwise it will become invalid.
    Improvements:
    1. Optimize your map so that not all of the map is rendering at once. This will increase framerate and make gameplay smoother.
    2. Make parts of your map less blocky and make sure that the textures are in the appropriate places
    3. Make sure your spawn points are not touching anything otherwise they will become invalid.
    Notes: Let me know if you have any comments or questions regarding my assessment.

    Why I laggin?
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