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#1
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CrissCross  Steam
high-
Medium_04d58fe1304d5c32fd12d5e5a53cd3f2
Registered: September 2011
Posts: 698

So I've heard a lot of people kick around the idea of cp_pro_foundry. Also, as some may know, I'm a budding mapper and since I'm not playing this next season I'd like to be involved with this game in some way that's not vicariously living through people's streams of scrims.

I'm not making ANY promises to actually do anything yet. I might later, but we'll see.

SO
What would you guys want out of a pro version of foundry?
What do you like/dislike about cp_foundry?

I'll make a post of Pro's and Con's if people respond enough. Thanks

Mon, 12 Mar 2012, 07:34pm
#2
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drdonutman  Steam
mid+
Registered: September 2011
Posts: 454

people haven't even scrimmed foundry so only god knows what it needs

Mon, 12 Mar 2012, 07:49pm
#3
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frio  Steam
mid+
Registered: September 2011
Posts: 370

remove the giant ammo packs and get rid of a lot of the health packs, sight line at mid. Also on last point would need to be reworked, I think something similar to cp_proces's last layout might work

Mon, 12 Mar 2012, 07:54pm
#4
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atmo  Steam
high-
Medium_e35223e2d52719c1dad8e241c4a6df9a
Registered: January 2012
Posts: 873

Last on foundry is pretty good, but yeah sightlines at middle are way too open for snipers (as well as parts of second) and there are a lot of medium health packs near the middle point. Also the train sound is irritating for some people.


stvkeybinds: an application with pictures

Mon, 12 Mar 2012, 08:13pm
#5
-1
jitney  Steam
mid
Medium_b8b396b96a22c3cc4596c6fc74db8707
Registered: January 2012
Posts: 198

drdonutman wrote:

people haven't even scrimmed foundry so only god knows what it needs

well then lets get god in here to tell us. god alt incoming in 3.2.1...

Mon, 12 Mar 2012, 08:17pm
#6
3
foster  Steam
high
Registered: September 2011
Posts: 1019

-too many sight lines at middle.
-second is really stalematey to get into
-last needs to be reworked
-its a pub based map so there's too much health and ammo everywhere

I think there was a thread a while ago about this.

found it: http://natf2.com/topics/1722-cp_foundry-first-impressions

Mon, 12 Mar 2012, 08:53pm
#7
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chojje  Steam
mid-
Registered: September 2011
Posts: 92

For more input, check out this thread: http://etf2l.org/forum/maps/topic-19914/?recent=359566

Wed, 14 Mar 2012, 05:20pm
#8
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CrissCross  Steam
high-
Medium_04d58fe1304d5c32fd12d5e5a53cd3f2
Registered: September 2011
Posts: 698

So from what I gather,
-There's pretty about 2-3 sightlines that are easy for sniper on last, 2nd, and mid.
-Health/ammo kits in between 2nd and mid need to be readjusted.
-The spawn (defending last) provides too much advantage for attackers.
-There's a glitch where you can get into the barrels on last.
-The environmental disaster that is the forge behind last should be closed off
-Last's entrances and exits are hard to prevent peeking/aggression on.
-2nd is stalematey (why?!!?)
-Mid Might need some reworking.
-Train/steam whistle sound when point is capped needs to go.
LMK if you guys think this list is shit or want to add/takeaway from it.

Wed, 14 Mar 2012, 06:21pm
#9
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SHOCK  Steam
mid+
Medium_b3cf4fc0712dbfd24f6f3d5e619c568a
Registered: January 2012
Posts: 311

I always thought that map could use something more interesting than a roof over the point at mid.


Wed, 14 Mar 2012, 07:23pm
#10
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imblind  Steam
mid+
Medium_82a372cf8ed8b839edd93ef83bf914f0
Registered: September 2011
Posts: 307

i like it the way it is ;/

Thu, 15 Mar 2012, 12:57am
#11
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CrissCross  Steam
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Registered: September 2011
Posts: 698

shock- wrote:

I always thought that map could use something more interesting than a roof over the point at mid.

Such as crates? Walls?

I think crates would solve some of the sight line problems on mid but idk. Beee more specific :I

Fri, 16 Mar 2012, 05:02am
#12
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unf  Steam
high-
Registered: October 2011
Posts: 750

CrissCross wrote:

shock- wrote:

I always thought that map could use something more interesting than a roof over the point at mid.

Such as crates? Walls?

I think crates would solve some of the sight line problems on mid but idk. Beee more specific :I

big pile of crates making a spire :D

Fri, 16 Mar 2012, 04:14pm
#13
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musical  Steam
mid+
Registered: October 2011
Posts: 429

can you just make cp_5spires instead?

Fri, 16 Mar 2012, 05:10pm
#14
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DYR  Steam
low
Registered: December 2011
Posts: 23

CrissCross wrote:

So from what I gather,
-There's pretty about 2-3 sightlines that are easy for sniper on last, 2nd, and mid.
-Health/ammo kits in between 2nd and mid need to be readjusted.
-The spawn (defending last) provides too much advantage for attackers.
-There's a glitch where you can get into the barrels on last.
-The environmental disaster that is the forge behind last should be closed off
-Last's entrances and exits are hard to prevent peeking/aggression on.
-2nd is stalematey (why?!!?)
-Mid Might need some reworking.
-Train/steam whistle sound when point is capped needs to go.
LMK if you guys think this list is shit or want to add/takeaway from it.

I'm not convinced any of the points are too hard to push or sightlines need changing yet. I think you should wait for some proper testing before making any big changes.

Change all the big ammo packs to medium.
some med packs need to be (re)moved, a lot seem to be placed just to far away to use on rolling out. An extra one on the left would help.
some of the medium health and ammo packs should be small.
wall of the fire pit and add a small ammo pack for defenders.
Remove the gimmick sounds or whatever it is.
I say keep the 8 minutes for each point, faster gameplay.

Sun, 18 Mar 2012, 12:13pm