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New Map Night - Sunday 9th Jan from 7pm GMT 
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Post New Map Night - Sunday 9th Jan from 7pm GMT
HAMPSHIRE HEAVIES NEW MAP NIGHT
INFO THREAD - 9TH JANUARY 7PM-8PM (GMT)

New Map Night is a weekly event where we throw up some new work in progress maps on the server and playtest them to help the map makers make improvements.

This event runs from around 7 - 9pm GMT every Sunday on HH server 5, IP address: hh5.thehh.co.uk:27055
There will be no password so as many people can join as possible. Please try to fill this server instead of heading over to HH1 or HH2 so the event can be successful. :)


We are playing:

cp_hanzmap_a2 - thread - direct download
Dustbowl style map. Only testing the first of three stages. (15 minutes)

pl_swamplands_a11 - thread - direct download
Single stage payload map. (30 minutes)

cp_railyard_a4b - thread - direct download
3CP push map, like well or granary with less points. (20 minutes)


cp_collis_b7a2 - thread - direct download (30 minutes)
5CP map

koth_peaks_b3 - thread - direct download
King of the Hill with a 6v6 bent. (25 minutes)

cp_muschio_a2 - thread - direct download
3CP push map, like well or granary with less points. (20 minutes)

Feedback

Mappers want feedback on

- Class balance. Is the map too open, allowing snipers to dominate? Or is there one small chokepoint where demomen are too powerful? Consider whether there are enough vertical drops for soldiers to shoot down from, too many or too few sentry spots for engineers to build their sentries, and a decent number of ammopacks for spies to recharge their cloaks.

- Route balance. If there are two routes to the intell, they should both have tradeoffs against each other. For example, one route could be longer but protected from sniper fire, while the other could be short but pass the enemy's spawn point.

- Flow and team balance. Is it too hard or too easy for the attacking team to win the map? After a team caps mid, is it too difficult for them to roll onto the second point?

- Optimization. Does the map run with comparable performance to other TF2 maps?

- Signposting. Is the layout too convoluted, and are there enough signposts to direct players to the battlefield?

- Aesthetics. If the map has textures and detail, do they work cohesively as a theme? Is it too bright or dark in certain areas?

- Originality. Is the map just bits of stock maps pasted together, or is it something fresh and new?


Once you've played the maps, please post your feedback here in the thread.


Mon Jan 03, 2011 5:37 pm
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
updated post with all the maps we're playing.


Tue Jan 04, 2011 9:12 pm
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
Collis is a great map, i do love it so. :oops:

As for cp_railyard... I hate it i hate it i hate it. The map i'm currently working on (but not released yet) is also called railyard, i guess i'll be needing a different name then. :cry:

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Wed Jan 05, 2011 7:53 am
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
no ctf? :(

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Wed Jan 05, 2011 8:15 am
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
MeGaston^ wrote:
no ctf? :(


Isn't the amazing 2fort of Turbine good enough? :shock:

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Wed Jan 05, 2011 10:33 am
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
iRPAx wrote:
MeGaston^ wrote:
no ctf? :(


Isn't the amazing 2fort of Turbine good enough? :shock:


Put undermine on half an hour before the event and play it while you wait for things to get going :D


Wed Jan 05, 2011 2:46 pm
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
I'll put undermine on after all the maps have been played if anyone's still around, megaston.


Wed Jan 05, 2011 4:28 pm
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
Muschio looks like fun.
It's nice that you've included images so we get a little teaser on what we're going to be playing in.

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Wed Jan 05, 2011 4:33 pm
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
Are some of these maps in early development? Or are the lack of colours part of the map design?


Wed Jan 05, 2011 4:49 pm
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Post Re: New Map Night - Sunday 9th Jan from 7pm GMT
They're dev textures from early development. Usually maps are made with basic grey, red and blue blocks in the alpha stage when the layout is still undergoing changes based on playtesting. Once the layout is finalized, the mapper begins to add more detail and textures.


Wed Jan 05, 2011 4:55 pm
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