Team Fortress 2

Team Fortress 2

PL_Cozy_Canyon (V2a Update)
41 条留言
Serge Ivanov 2024 年 12 月 27 日 下午 7:12 
Alright, but I can't help but feel like there are almost no chokes on the first two points, especially the first one. I only looked around it alone though so I can't really say how it'd play since I wasn't in a server with other people
voosh 2022 年 8 月 24 日 上午 9:23 
soul
Big Stick 2022 年 2 月 7 日 下午 6:28 
How do I download the map?
Pyro Attack 2021 年 12 月 28 日 上午 6:18 
really cool map bro
Pyro Attack 2021 年 7 月 27 日 上午 7:53 
pretty good map. should be in the game.
Pyro Attack 2021 年 7 月 27 日 上午 6:51 
thanks tube bee for the map code
PandoraTheEnby 2021 年 7 月 2 日 下午 1:48 
very good!, I played with adding bots to the server and it was really enjoyable! Hoping it will get added eventually.
Jofiah  [作者] 2021 年 6 月 17 日 下午 5:16 
Aw geez, there's always something I miss. Thanks for letting me know. I'll get those fixed some time tomorrow.
Boonie 2021 年 6 月 17 日 下午 4:27 
Awesome!
The nobuild you added at 4475 1385 400 is team specific, red can still trap players.
Opened up an out of map: 1750 2094 898
Jofiah  [作者] 2021 年 6 月 17 日 上午 8:19 
Those clips should be addressed in version 2, unfortunately I didn't get the notification I had another comment until after I already published it. The other things I'll try and work on, thanks for the comment. I'm aware of the performance issue and trying some solutions out.
Boonie 2021 年 6 月 17 日 上午 12:53 
Teleporter traps - Missing clips
222 -1400 194
1100 -1080 184
3136 2550 184
4475 1385 400

Might be a good idea to add blockbullets to each of the point caps so people can't hide stickies in them.

Nobuild in the water, no fun going against sentries you can't see.

For performance reasons you are going to want to seperate off sections with skybox. Currently if you are on last point, you will render everything on first point.
JTSYoRHa 2021 年 6 月 8 日 下午 2:02 
map workshop/2502609756 for those looking for a map code
erraticbrainrot 2021 年 6 月 7 日 下午 3:24 
after doing a round on this map i can say it was very fun good job
diegmbvv 2021 年 6 月 6 日 下午 2:49 
hola
PAPA PEDRO 2021 年 6 月 6 日 上午 5:04 
No cześć.
Гавриил 2021 年 6 月 6 日 上午 4:45 
good map bro
Phantom [神圣的黑暗] 2021 年 6 月 6 日 上午 4:10 
):steamhappy:
IM ROBOT 2021 年 6 月 5 日 下午 8:43 
Yeah
Crit 2021 年 6 月 5 日 下午 1:00 
op
HemZz 2021 年 6 月 5 日 上午 6:05 
is gud
Rivers Conagher 2021 年 6 月 4 日 下午 11:58 
Legit just looks like better Badwater. I hope to see this either in some community servers or in official matchmaking once that clears up!
bombastic 2021 年 6 月 4 日 下午 11:27 
It actually looks like a official TF2 map. Good shot work, man!
Nikita False Promise 2009 2021 年 6 月 4 日 上午 10:51 
good map
Mazata 2021 年 6 月 4 日 上午 9:34 
The map fits the classic tf2 map artstyle (like dustbowl/goldrush/hoodoo) very well, great job!
Jofiah  [作者] 2021 年 6 月 3 日 下午 2:22 
Thanks a lot for the review.

I'm aware of the major line of sight issues and working to fix them, with access to flank routes that don't expose BLU to the choke points first. I'm opening up the building behind Point A and connecting it to the corner building leading to Point B so that BLU has a more covered approach. I'm also trying to work in some similar approaches for the other points, and covering the bridge on D is a good idea.
racknae 2021 年 6 月 3 日 下午 2:06 
2/2
Point C looks really miserable to play on. The only route in is through a massive choke point, the sightlines are insanely long and unbroken, and blue's flanking options aren't very good. A majority of engagements here are going to be at long range, which isn't super fun for either team. Typically payload maps with such open areas have long flanks that are separated from the rest of the area and penetrate deep into the defensive line. Look at Frontier and Thunder Mountain for good examples of this.

Point D looks like it has a lot of similar issues to C. The flanks are better, but you're still at a huge risk from snipers while using them. Some ideas to consider: cover the upper bridge; add way more cover to the cart's approach (something like a new building where the metal barrier is); reducing the playable space on the right side of the point area (from defense's perspective) to give snipers fewer places to stand.
racknae 2021 年 6 月 3 日 下午 1:54 
1/2
Just from having a quick look around I can already identify a few major gameplay issues. The first thing I want to point out is blue's starting spawn. I don't think the rightmost exit is going to be used very much after the round begins, since you have to cross in front of two very spammable doors to reach it.

That little health and ammo alcove behind point A looks like it'd be a great place to put a flank route. Why is there nothing else there?

The big window overlooking B provides a direct sightline into the hallway above, which means the flank route is basically rendered useless, as it's extremely vulnerable to both snipers and projectile spam. I'd move the window to the side so that blue can actually use it as a height advantage.

That's a big issue, actually. Just about every single flank route requires the player to walk through a massive sniper sightline to reach it, often with minimal cover available. Snipers, Heavies and Pyros are going to have a really hard time here.
Sandwich Man 2021 年 6 月 3 日 下午 12:47 
8/10 needs more bushes
Guest 2021 年 6 月 3 日 上午 10:35 
Honestly, it looks Great. Looking forward to seeing it in future tf2 updates maybe. On community servers.
Chonkas 2021 年 6 月 3 日 上午 2:59 
This is a valve-made quality map thanks for it :)
Jofiah  [作者] 2021 年 6 月 2 日 下午 5:49 
Wow, thanks for the tip. An improved Hammer looks exciting. I'll check it out at some point.
Dell 2021 年 6 月 2 日 下午 5:18 
Pro tip if you wanna have a better time making maps: Use the recently released Hammer++ which aims to add QoL features and bug fixes to Hammer as well as modernize the UI

Here's the link: https://ficool2.github.io/HammerPlusPlus-Website/index.html
(I am not affiliated with or sponsored by these guys)
Jofiah  [作者] 2021 年 6 月 2 日 上午 6:43 
@ICS Thanks a lot for the analysis, and I'm definitely going to try and make some more improvements where I can.

Clipping is absolutely an issue and I will smooth out some of the corridors and stairs. Can't believe how much of that I missed, looking at it now.

BLU spawn being far back was an issue I thought could be addressed with teleporter locations around the 3rd point, but as that point developed it became quite a bit longer than I had anticipated. I'll see what I can do about another BLU spawn room closer to the action.

Other changes like detailing and overlays should come as I continue to work on it, as an aside.
holabriel 2021 年 6 月 2 日 上午 6:30 
nice
ICS ❱❱❱ 2021 年 6 月 2 日 上午 4:58 
2/2
The payload track, i'd keep that reserved for the cart mostly. Having too many sidetracks might confuse player who isnt familiar about the map, where the cart is going.


Try to make the ammo and health pickups more apparent by placing them to more visible areas and not hiding behind boxes and such.

Clipping needs improvement. On the narrow indoor corridor i hit every wooden beam there is while strafing against the wall. I didnt test if there are out of map exploits but model stairs also needs clipping.

Some stairs are bit big and blocky and the blue base chickenwire is a bit large as well as the beams around it, compared to the player size.

Visually i think it looks pretty good. Perhaps some overlays and brushes could make it a bit more aesthetic. Good job.
ICS ❱❱❱ 2021 年 6 月 2 日 上午 4:58 
1/2

1000 characters limit so dividing this to 2 posts...

I'm not sure how ready this map is right now and are you working on it still but i have couple of notes.

The blue spawn is way too far. Capping 3 points is unheard of and RED can easily make it stalemate the further the 3rd point the game goes to. They have clear advantage. I would add a forward spawn after 2nd point, not third.

Also on RED side, you need to close that door that leads to the short route out of the base, which closes later. Right now player spawn shows 2 doors and the one on the left becomes dead end when blue pushes cart few points forward. Otherwise players will try to go there when they spawn.

It looks like theres many routes to go through, perhaps too many. Perhaps simplyfy the routes a bit more so theres apparent ways to go and not right, up, left, right and forward.

Dairtax 2021 年 6 月 2 日 上午 1:23 
I want to be officially added to the casual :p2cube:
Jofiah  [作者] 2021 年 5 月 31 日 下午 1:38 
Thanks for the feedback, and I'm glad you like it!

I have to admit I completely overlooked engineer placement logic, I had assumed the engineer bots were just "like that" when they were spamming sentries outside spawn. I'll look into it and see what I can do.
Zhiris 2021 年 5 月 31 日 下午 12:45 
Been testing this map for 24 now and I have to say that I really enjoy the layout.
Familiar sight but with different routes and gimmicks.

A few things I noticed is that your map might not have any Engineer tip placements. (Hammer markers for engineers)
They tend to build next to the spawns compared to Valve maps and other maps where these were placed.

Also I love the open spaced routes and big doorways for the payload to go trough like the old maps, I originally picked this up to convert this to a Stop that Tank gamemode but the lack of Red spawn rooms make it difficult since bots get trapped because of captures (route changes)
Not your fault ofcourse, but more a bot logic thing.

Wonder if you try Payload or Payload Race maps again in the future since they seem to be really good!
recommn [3d commissions] 2021 年 5 月 31 日 上午 7:24 
That looks real cool, man
erraticbrainrot 2021 年 5 月 30 日 下午 6:31 
looks cool