pl_Cottage_b2

Credits

Submitter
  • P1: Beggar
    Points: 147
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
Jolly fragger (Creator/Co-creator)
Key Authors
Jolly
making of the map

Rating

7.50/10
Based off 1 rating(s)

Additional Info

Development State
Beta
Version
1.5
Maximum Players
32

Stats

Post Count
5
ViewCount
901
Downloads
297
Date Added
3 years ago
Date Modified
2 years ago

A great looking single stage payload map, with the classic; orange rock style.


B3 IS OUT! = http://www.fpsbanana.com/maps/126105

READ ME


PlCottageb2

This is the second Beta.

Key author Jolly (Jakob Jakobsen) Game type: Single stage payload. Players: 10-32 E-mail jakobxbeer@gmail.com


version b2

fixed:

Middle spawnroom not working right when, the 3 control point is taken. = fixed

Some props that disapers when you go a little away from them. = fixed

Ugly placed rock texture. = fixed

added:

Icons in the menu.

More detail.


If you find any bugs pleas E-mail me.

Hope you like it

Jakob.

install: C:\Program Files\Steam\steamapps\"username"\team fortress 2\tf

Inspiration: plgoldrush, plhoodoo, pl_badwater.

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Comments

    • P2: Drudge
      Points: 2,846
    • E1: Helper
      EF: 19
    • C1: Member
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      Account Age: 4 years

    Well, FPSB is being dumb. So here's my feedback. Basically my scoring was high on Detail and Ambiance, moderate on Balance and Fun and Gameplay.

    Pros: A good, functional PL map. Lots of atmosphere and nice detailing. I like your use of cover and props. Has a fair variety of different combat situations. Cons: The indoor areas, hallways and doorways are all very small and enclosed. It makes for sudden deaths and crowded fighting, especially with explosive classes. Open areas favour BLU and closed favour RED, which is fine, but the narrow paths make it easy to mow down attackers pushing the cart. The RED spawn is very easy to camp. It only has one small door at ground level, and the area around the exit is very open. The final area is a bit awkward as a chokepoint - the water causes unecessary lag and the only real cover are the stone mesas, making it hard to advance. It's a bit hard to distinguish what you can and can't jump up to, as a lot of varied height objects are close together. Improvements: Maybe use some visual cues (fencing, objects, those corrugated metal plates) to distinguish which roofs/objects/etc are clipped. Needs some more signage, just to point people in the right direction. Your visual cues are developing, but not perfect. You make good use of colour to distinguish team direction at first but after that it's all just RED tones. Clean up the final area, add some more sparse cover, just so Snipers can't control the whole field. Open up the halls and around the spawns. Again the beginning of your map is more polished in this regard, but the rest needs some work. Notes: Still an excellent, stable map. With some work, it could be a standout, especially if you can get the balancing right as a single-stage payload.

    Map Surveyor: I Run TF2 Maps
    • P1: Beggar
      Points: 344
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      EF: 2
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      Account Age: 3 years

    I am going to add this to our custom server. I will tell you how it goes :D

    Woot Woot I am a noob
    • P1: Beggar
      Points: 25
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      Account Age: 3 years

    Nice map.

    Good Morning
    • P1: Beggar
      Points: 294
    • E1: Helper
      EF: 3
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      Account Age: 3 years

    Wow this looks really good.

    I will download, and write up a full review soon.

    The scout's mum has got it goi
    • P1: Beggar
      Points: 147
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      Account Age: 3 years

    Ok, thanks

    A mapper
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    The first area seems a lil too easy to push out of. After the first cp when it gos up the hill. That spot will be too hard to push.

    Make sure to post map at http://forums.tf2maps.net/forumdisplay.php?f=44

    Bananite
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