[Map] Mansion

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Map name: Mansion
Current version: b5b

owo Inky - Map creator
TF2Maps.net - Publicly available custom assets that have been used within the map

Download: https://drive.google.com/file/d/14bwIv_a...sp=sharing
(Map only, missions will be posted in separate thread for ease of editing)
Current version: b5c

Noticeable changes:
Added ramps near the hatch for ease of RED player's access
Various optimization within the entrance courtyard
Engineer nests within the Mansion itself are disabled by default
Bomb carrying robots are unable to take the balcony flank path (However non-bomb carrying robots can in case the bomb manages to get knocked up there)

Download (Map only): https://drive.google.com/file/d/14bwIv_a...DxWBd/view
Current version: b5d

Noticeable changes:
Lighting improvements to the entrance courtyard and foyer
Various optimization within the mansion

"Appears that vandalization has taken place upon the property under the classification of botanical execution,
the suspects in question have already been apprehended and have undergone anatomical demotion."

(We don't know what this means, but one of the high ranking members of the mansion division told us to put this in the report)

Download (Map only): https://drive.google.com/file/d/14bwIv_a...DxWBd/view
I'm utterly surprised to say the least how no ones done map feedback for this yet but there are many issues:

-Getting to hatch is a long walk no matter which way you take, maybe not for soldier/demo/scout but for the rest it's a trudge to walk to.

-The outsides middle building under area can simply be removed and placed inside the upper floor, with the forward being upstairs and the large ammo/health being placed where the small ammo/health are currently

-Blue path has 7 choke points alone, while Red path has 3, the Hatch being on a second floor makes this whole map just fall apart

-The 2nd story area in spawn that leads above the mansion's exit outside and itself leads outside is very useless compared to how if you just take the lower spawn exits you'll be there instantly

-Overall the inside of the mansion is just a jumbled mess, the frontlines is for the most part fine

-Lowering the hatch to ground level and cutting the circling slopes of the map will make it shorter but definitely less choked to play on

-There is little useful elevation overall in the map, it's usually just flat slopes or flat ground

-Ammo and Health placement is always not where players are defending, and if they are it's just small ammo and small health pickups

Demo: https://us-testing.moonlight.tf:27107/de...75.dem.zip
The map itself really made playing the mission and it's feedback skewered because we couldn't tell if it was the map that was the problem or mission.
Current version: b6

Noticeable changes:
Various optimization and layout improvements within the mansion foyer, hallways, and hatch area.
Forward upgrade station building has only the upper floor.
Additional Health and Ammo packs added within the map.

Download (Map only): https://drive.google.com/file/d/14bwIv_a...DxWBd/view
A major improvement from last time but theres still a few minor issues:

-Center spawn room is still whack (Yoovy, Package), you should most likely move it and place it by hatch and not center of the map.

-Color choices are... questionable. An obvious example of this is the room to the left of the slope outside where there's multiple red/blue control panels with a blue wall. It'd be best if it were just red themed everywhere in the mansion. (Yoovy, Package, Ciaran)

-Hatch having slopes makes tanks deploy at an angle which looks weird (This is seen at the end of wave 7), add some more even ground near the hatch before making the slopes to prevent this.

-We didn't even realize the wall doors until we looked extremely close at the edges of them, maybe make them more apparent that they're doors as we almost mistook them as random walls. (Yoovy, Package)

Demo: https://us-testing.moonlight.tf:27107/de...46.dem.zip
I can safely say this map is going well so far.
(This post was last modified: 05-25-2022, 02:33 AM by Yoovy.)
Current version: b6a

Noticeable changes:
Adjusted positioning of the Red spawn area to be more hatch focused.
Mansion internal design is no longer cp_standin control point C.
Hatch elevation doesn't cause angled tank deployment anymore.
The disguised gateways have been provided a more obvious connection section

Download (Map only): https://drive.google.com/file/d/14bwIv_a...DxWBd/view
-Remove upper area of hatch, and the old spawn room completely
-Bring the spawn room down to ground level with hatch
-Make secret wall doors more apparent that they are what they're supposed to represent

Demo: https://us-testing.moonlight.tf:27107/de...03.dem.zip
Current version: b6b

Noticeable changes:
Deleted second floor of the hatch zone.
Moved the spawn lower to the same elevation of the hatch.
The entrances into the facility have been provided visual machinery and caution zones.

Download (Map only): https://drive.google.com/file/d/14bwIv_a...DxWBd/view

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