Team Fortress 2

Team Fortress 2

Futura (Payload)
Rapoza Dynamica  [developer] 3 Sep @ 1:13am
General Feedback
Unlike bug report, here, feel free to give any feedback that you believe would make the map a better experience overall! All input is welcome!
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Showing 1-9 of 9 comments
I think clouds should be in 3D skybox as well
Rapoza Dynamica  [developer] 3 Sep @ 10:33am 
Originally posted by RussiaTails:
I think clouds should be in 3D skybox as well
As for the skybox in the current time (futuristic setting) it's a placeholder, we are working on a full 3D skybox. As for the stoneage, due to how the time travel works, it's impossible to have a 3D skybox there.
I only have a couple pieces of feedback. The first is that people may get upset with how busy the map is. I love custom assets, but there are a lot of people who prefer the classic desert or industrial style. The second is that some may consider this nothing but a gimmick map. I think it's a really neat concept, but I predict that many others will not be as positive.

I do hope your Lunon creation gets some more attention soon. I've also posted a comment on the main page. Good luck!
Hello, I've written up an extended feedback doc about this map.
https://docs.google.com/document/d/1IesvNZLRRYwb8oZ_TZHLzYDaMZI-mvJHzX2QfSuqz_A/edit?usp=sharing
My general thoughts on the map:
- I like the concept of this map.
- I think the future side of the map is significantly more enjoyable than the caveman side.
- I don't really like that the switch happens mid-round, it interrupts me playing the map and is rather buggy. I think it would work better as a multistage map gimmick so it'd be unobtrusive.
- I can appreciate the depth of detail but I think for a game like TF2 where recognition is a need, it struggles a lot in easing players' eyes.
- I think the finale area of the map needs to be reworked entirely. I explained why in-depth to Midlou a little bit ago but the main reason I feel why is that it just does not feel good to move around in. There's too much going on, too many gimmicks happening at once (water/lava, control point, really weird poisitioning). If I may recommend a last to take inspiration from that is similar in structure to what you have, it'd be Badwater Basin's last.
Originally posted by Rapoza Dynamica:
Originally posted by RussiaTails:
I think clouds should be in 3D skybox as well
As for the skybox in the current time (futuristic setting) it's a placeholder, we are working on a full 3D skybox. As for the stoneage, due to how the time travel works, it's impossible to have a 3D skybox there.
Maybe for a stone age a fog instead of 3D skybox?
beat.  [developer] 3 Sep @ 2:28pm 
Originally posted by Katsu! :3:

This is some really good feedback, thank you :)
Although I am only the lighting artist, I will try to further emphasize key gameplay areas that players need to look at, and de-emphasize noisier details.

For layout changes, some can be done, but others will be more difficult because the map relies heavily on props. I would love to see more playtesting feedback, although layout changes are not my department :/

If you have some lighting feedback on the Stone Age era, that would be nice, too.
give me 10%
Weed_32 5 Sep @ 12:52am 
Signage is not present and is probably the biggest issue the map has right now. I think if you make signs that fit the theme of both areas, it would be a really nice way to give the map better readability without compromising on the aesthetics of either theme.

I also was fairly disappointed when I took 50 damage from jumping on the monorail in the future area. I love large and wide flank areas, but I get why you have it so you can't stand on it. Personally I think it would be better if the pods that run on it, where moving around and could crash into the player if they stood on it. At least then I think it is a map hazard that is at least telegraphed to the player, and still allows for that area to be used a flank route if the player wishes to risk it. And also just makes the map feel more alive.

I think there is also a general issue with reading what areas are clipped off and which are not. This extends to some of the areas on the road in the future area and what can be rocket jumped to in both areas. Personally I found a lot of places what I hit my head on an invisible wall where I thought I could rocket jump to, I'd like to either be given a visual indication that I can't rocket jump to an area that is locked behind a player clip or have the area reworked to allow for rocket jumping.
As it is right now, Futura has great verticality and has potential to be a great map for blast jumping if this is fully realized.

For the last point, given that it is surrounded by water. I think it may be way to easy to defend with a single sentry gun. I think you could still keep the aesthetic and general layout if the fountain was changed be shallow.

Also, just seems kind of hard to keep the map in the pre-historic themed version long enough to get a good look at it.
Rapoza Dynamica  [developer] 23 hours ago 
Originally posted by In The End.mp3.exe:
Signage is not present and is probably the biggest issue the map has right now. I think if you make signs that fit the theme of both areas, it would be a really nice way to give the map better readability without compromising on the aesthetics of either theme.

I also was fairly disappointed when I took 50 damage from jumping on the monorail in the future area. I love large and wide flank areas, but I get why you have it so you can't stand on it. Personally I think it would be better if the pods that run on it, where moving around and could crash into the player if they stood on it. At least then I think it is a map hazard that is at least telegraphed to the player, and still allows for that area to be used a flank route if the player wishes to risk it. And also just makes the map feel more alive.

I think there is also a general issue with reading what areas are clipped off and which are not. This extends to some of the areas on the road in the future area and what can be rocket jumped to in both areas. Personally I found a lot of places what I hit my head on an invisible wall where I thought I could rocket jump to, I'd like to either be given a visual indication that I can't rocket jump to an area that is locked behind a player clip or have the area reworked to allow for rocket jumping.
As it is right now, Futura has great verticality and has potential to be a great map for blast jumping if this is fully realized.

For the last point, given that it is surrounded by water. I think it may be way to easy to defend with a single sentry gun. I think you could still keep the aesthetic and general layout if the fountain was changed be shallow.

Also, just seems kind of hard to keep the map in the pre-historic themed version long enough to get a good look at it.
Signs for better navigation are on the way for sure. Also it's planned for pods to run on the rails from time to time (that pod on blue spawn!) We can also consider make it deal less damage as a risky flank route. As for the last point, we can try making the water shallow indeed, it will require more playtest (even though we did playtest last year in dev textures, but it didn't had the ascending capture point feature, and the map as it is is very blue biased, we are working on balancing it). And for the stone age setting being too short, we can also consider making it time travel, randomly, more than once in the gameplay, as another random factor. As of now it'll randomly time travel at one capture point but only once, we can try make it teleport either once or twice, and at random capture points.
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