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cp_lazytown - the first custom tf2 map


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Posted

it's okay. got some issues though

cp_lazytown0000.jpg

extreme fps drop looking this direction

games can take forever, since apparently there's no sudden death. :fist:

and there's some height variation between capture points, but the capture points themselves are uninteresting and flat.

that's it. cool map! :D

  • 2 weeks later...
Posted

I think the emptyness and blockyness kinda fits the theme, ofcourse not all maps should b like this ,but i think, for a single map, it's pretty cool ,since it was a test map anyways, if the gameplay is as good as you say, i don't think alot of players will ahve too much to complain :)

Posted

lots of servers running her now with some 24/7 dedicated ones for good measure :-D

the map download was updated with a timer now so if you download it again games will no longer last forever (as long as the server is hosting the updated copy)

Posted

Not to hijack, but it's TF2 Map related.

Is it possible to make a map Sudden Death only? As in every round it's sudden death. I don't know about anyone else - but I find it tons of fun only having one life and last man standing type deal.

Posted

then go back to cs

if it's possible to implement for how long sudden death lasts from a mappers perspective, then yeah i guess it would be. at least the first 9:59 minutes or whatever the limit might be

Posted

extreme fps drop looking this direction

From the looks of your screenshot, that's because your computer isn't very good.

It might be that there's no vis blockers / alot of unseens architecture behind what you see in the image / alot of other reasons to be honest.

You can't judge performance on a screenshot dude.

Posted

extreme fps drop looking this direction

From the looks of your screenshot, that's because your computer isn't very good.

yeah, my pc is crap, but what i meant is that in that exact place, looking at that exact angle, the fps is WAY below the map's standard. the rest of it is pretty playable even on my crap pc

Posted

I heard this is a test map, but in saying that the gameplay is not too exciting and there are some really basic mistakes that have been made which are easy to fix.

The map is basically one flat plane apart from a few ramps which don't add any real advantage to any class. Adding variation in height (not huge like 256 units) like 32 units can just add a bit of character to the map. Also adding stuff like water is cool, because it allows you to hear foot steps from your enemy. This could be useful against spys, but I am not sure if you can hear their footsteps in the water.

Playing as a engy I couldn't find any good places to put a turret or a supply case. Try and have higher areas that area accessible via ramps to help give engineers a height advantage, also forcing you to employ tactics from other classes like the demo man, to use his pipe bombs against the engineer, etc etc.

The lack of cover around the CP near the wire fences seemed a little odd, and the direct view of 2 CP's near the spawn is not too good, especially as it can be easily covered by snipers, while they have cover.

All the hallways felt the same size (didn't measure the levels in units so I don't know exactly). This isn't really a bad thing, but it can offer some good variation when adding bottle necks, and increase game play suspense if used correctly.

I can't recall if there was any ammo or health in the map (ran around it in about 5mins). But a good thing to do is have areas or room near a CP which are easily remembered, so if a player is in dire need of supplies he can quickly whip back there and grab the supplies he requires.

There were a few simple mistakes, like using a team clip brush across the ramps to stop the opposite team enter their base, that is a big no-no. I noticed there were no doors at the spawning areas, which is better to use than a clip brush :)

Also try and use clipping in such a way that it prevents the player from getting stuck along walls with models on them, I got stuck along walls with the electricity box, and your corridors with the wooden trim stick out too much, which you can get caught on too.

There didn't seem to be any forward spawns, when the teams were capturing CP's they could spawn a bit closer to the action, making it more enjoyable, and making it quicker to get into the action.

Try and avoid making the map very samish everywhere, making sure each "room" have some unique looking landmark makes it so much easier to navigate and for players to learn your map. The quicker and easier it is for people to learn your MP map, no matter what game style/mode the more people will like it. But in say that, you don't need to make it a dead simple layout, just easy to navigate.

Hope at least 2 words of that helps to some degree.

Posted

ive seen this one a few times and got to play with full servers and its pretty fun. I like to rocket jump on the buildings in the center and be cheap with it. You need that in a good TF2 map.

Hey if you want some help for any future TF2 maps let me know I can help do some props or concepts

  • 4 weeks later...
Posted

I think I played this one the other day...

Although to be honest, I haven't enjoyed any of the custom maps so far for TF2. I think modders see the simple art style of the game and are fooled into believing that it is easy to map for the game. After logging hundreds of hours in TF2, I've come to realize that every little nook and corner in the map is very carefully considered. The level design is deeply crafted, and planned for the eventualities of anything one of 9 character classes might do in the map, with the scale kept appropriate for everyone from a scout to a heavy.

That being said, this map is more visually pleasing than many, but I echo most of the criticisms about its game play.

Posted

It's fun as long as it doesn't have a timer, which I've seen on a couple of servers now. Either it's a change or a serverside plugin change. I miss those 12 hour battles over just 1 CP.

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