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I do hope your Lunon creation gets some more attention soon. I've also posted a comment on the main page. Good luck!
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.
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.
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.