[poll] Honest opinions on cp_rockbound.

thespectator

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Jan 7, 2008
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I saw a lot of general "oh looks awesome" and "nice job" being cast about in NighHawk's release thread but after seeing people's reactions ingame I've noticed that people had some dislikes and problems with what was actually there.

So what are your honest opinions on the map? Being the main mapper I take no offense from your criticism. What did it need, what did it lack, was it utter crap?

Please respond with honest statements if any so that we may better the mapping process and the final product for everyone else. I understand that a lot of people wanted their cp_badlands back which probably led to this map's being taken down.

I'll reply as soon as possible to you, I'd really like to read some opinions, but now I've got to shut it up for the night.
 
I really liked the map personally, only got to play on it with 5 other people this morning. Only real complaint that I had was I randomly got stuck on a bump on the way out of red(? whoever is attacking) spawn heading for B, otherwise it was a nice map, but maybe a little biased towards the defender.
 
I liked the map a lot. I do think the capture times could be tweaked, and the last point was in sort of a weird spot. But I'd need to play again to give a more detailed response.

And hi! You're from San Diego too? :D
 
I see it having the potential to be very sniper heavy, and with some of the angles the defending team could very easily keep the attackers from ever leaving the respawn. Other than that I found it to be impressive with an original layout. I enjoyed the last point although attacking with three sentries up there seemed near impossible since they knock you off the ledges more often than they kill you and lobbing stuff that high up was a bit challenging.
 
I mentioned in another thread (and this is the only thing that lept to mind when thinking about it) that I'd like to see another approach to the last capture point. It's too easy to choke off, and I don't feel that sense of panic that I would expect to feel at the last point.

I'd like to see a tunnel of some kind that connects to the final cap opposite the bridge, perhaps connecting to the approach at that side. Sure, it's a tight choke point, but that would mean that all the SG's couldn't face on direction, and a careful uber could wipe everything out. It would dramatically change the dynamic of that last point for (IMO) the better.
 
There's a spot near the last cp and the spiral that's a bit too narrow when you head left out of the mine shaft.

Oh and nowhere did I see a beer stand or bathrooms.
 
I liked the map, except a 60 second set-up time would be nice, and I didn't like the fact that you only got an additional 30 seconds each time you capped a point, otherwise, its fine.
 
As I said in the other thread, I've found the last capture point to be hard to capture. The only time I captured it was when I went up as a spy with a demoman to protect me, whilst the rest of the team were capturing A. And since you only get 30 seconds for capturing the first two points, you can have a very short time to capture it if the defending team keep you off the first two points for long enough.
 
[quote1206626526=Zopy]
I liked the map, except a 60 second set-up time would be nice, and I didn't like the fact that you only got an additional 30 seconds each time you capped a point, otherwise, its fine.
[/quote1206626526]
That's an excellent suggestion. It did seem to be a short map, so perhaps upping the time bonus for caps would be good.
 
I like the map. Though I have only played on it a few times. I really like it. But I agree with the others on installing a Beer Stand and Bathroom :P Great map I will continue to play on it :D
 
Alright, so this morning I got a chance to go on rockbound by myself and just mess around. I'll break my thoughts down by class.

Snipers: I'll have to say that I do not agree with KaptainKangaroo about this being a sniper heavy map, from the spawn to the spiral, and out of the building by A seem to be the only real suited spots to snipe from. But I could be wrong.

Demo: As a demo on the Blu team, I found that I could jump to a point where I could stickie the Red spawn without worry, and also that there seems to be a roof on the map that red spawn is right up against, meaning that stickie jumps for the defenders to C are out of the question, as well as attackers jumping into the side window from A, you hit the roof.

Scouts: This level really doesn't have much for our against the scout, A is really set up for hit and runs, and B is so cramped that a good pyro could take out scouts with little or no worry.

Pyro: As a defending pryo, as I said in the scout bit, will kill in B, its cramped and has plenty of health and ammo for them, but then again the same can probably be said for a heavy in there.

Soilder: The Rocket jump is limited but I think that they will hold A well.

Heavy/Medic: I'll just group those two. I think that they have the ability to own this map, with all the ammo around and number of spots that they could just sit and spray are insane, from an attacking perspective if a pair could get into the corner by Red spawn they are could sit until the heavy runs out of ammo. As a defender A, B, and C will be tough with a heavy medic unless its a hard rush.

Spy: Just like any other map except the number of strange spots for sentries will be hard to get.

Engineer: Choke points. This map is filled with little spots that you could keep the enemy at bay with one or two. Also around Red spawn there are two points where Red could be camped like nothing else.

Overall I'd like to see the roof removed to allow for more jumps, but a barrier would need to be added in blue spawn to make it so demos can't jump out, or reach the point where I could pop stickies and stuff over. It would also need to be on red side to prevent jumping into blue spawn. Personally I love this map, its right up there with Convoy for me. It has a few things that need to be tweaked, and a few choke points that need ways to break, but other than that I hope that other people warm up to it as well.

Arcy
 
Today was my first time playing rockbound, and I really enjoyed it. It takes me a long time to learn a new map, i get kinda stuck in my ways! lol I do agree that it is very easy to snipe in that level... I'm a terrible sniper, and even i got two headshots in the map! :) But overall I was very impressed and everything looks great. :D
 
It's a nice looking map and all but it's a little too big for my taste. This map reminds me of warpath and badlands. I tend to get confused on those maps haha. Overall though, I must say good job and I will play this every now and then.
 
to start im just going to say that i really like this map, it seems to be balanced well, but may need some timing tweaks, but i see how changing the timing could offset the offense/defense balance, so that will just be a matter of time and testing i suppose.

not too many complaints really, a lot of people are talking about the troubles with routes to C, personally i have found point C quite simple to cap, because as a lover of the demoman class, i have noticed that sentries on the point are rather vunerable to well aimed stickies and "grenade spamming".

i suppose that some of the health/ammo packs could be moved away from the red spawn to lessen this problem of being able to camp it. for this problem i would also recommend some form of gateway or general arch providing a small/medium area to the side of the area to accommodate hiding sentries behind the point but safely in front of the spawn.

so basically, nothing serious, lovely textures, original layout, a brilliant job, and let's put it this way, even the official maps needed patching to make them more even.
 
its a good map but my only complaints deal with the timer and CPs. The CPs seem to be captured way to fast and the timer seems fast as well. Also this is sort of trivial but when you capture a point no matter what one it is it always says its our final control point is being contested. Besides that i love the layout and gameplay. Its a very balanced map and is overall a good time to play on.
 
Overall it was pretty good, but needs a few 'tweaks' to make it perfect...

First thing I noticed was the ability to grenade spam either teams spawn point. Not a big deal, and might be intentional, but overall I feel the map would be best without it.

Next, I noticed that the caps don't seem to add any time, but I don't know if that is map or server enforced, but it really makes offense a pain.

Overall layout is great, but it kind of feels a bit dank and restrictive with most of it being indoors. Personally, I'd make the inside cap point centered around a couple different convoluted tunnel routes. And for the spire point, it'd be really nice if there was a lot more open space around it, to make it a lot easy to work around either for defense or offense, perhaps with a few different layers of ledges worked in an outward spiral around it.

But anyways, great work! Almost was conviced it was a valve mapl.
 
good map overall... iw oudl take away some of those ledges that demo's hide on (esp when defending, eg the right outside the left gate of the blu spawn)
 
I really don't like it to be honest. There are too many bottlenecks, and when we played on it for an hour there were absolutley no caps. Defending is too easy, and attacking past spawn is nigh impossible if the opposing team has 3 or more engineers.
 
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