This is mostly for Dragonhill, but I figured I'd make a thread in case anyone else had something (I'm taking your 2am "Yeah sure, post a thread" comment as permission Dragon
). Before I complain about anything though, I want to say thanks for all the work you put into bringing us the map Dragon, it's grown on me tremendously.
Spawn Doors: The only "bug" bug I've found is that it's possible to jam the lower door to the spawn room closed from the inside (at least for the red spawn, I assume it works on blue as well). We had it happen the other night at the beginning of the round as everyone was pushing at the door waiting for the end of the setup, someone was kneeling and managed to get themselves jammed between the frame around the glass and the floor.. Which had us jump-crouching to get through the upper half until whoever it was moved.
Spawn Hallway (the short hall between spawn and the "main" hallway): Not a "bug" bug, but I don't think it's working that well. The width means people exiting spawn end up doing a lot of bunnyhopping to get over the inevitable teleporters. Also, it feels very easy to spawn camp (and due to the difficulty reaching the final cap points, it's seems to be a pretty popular way to buy attackers time) because the wider main hall gives attackers a lot of mobility to avoid fire and still have good effect on people in or coming out of the hall. Defenders trying to exit don't have good visibility on where attackers are, and can't get at them without exposing themselves (e.g. an attacking demo can hit people in the hall, while a defending demo can't retaliate because of angles/length of the hallways).
I don't want to say attackers shouldn't be able to bottle up defenders away from points, but I think there's a fun difference between "I can't get to a point" and "I can't leave spawn". Not sure if a wider hall, or no hall, or multiple spawn exits could fix that without making it too hard for attackers.
Suction Pipes: Maybe it's just me, but it feels hard to tell the pipes to C/L apart. I've been playing the map pretty regularly and the rest of the routes/ductwork are familiar, but I still try to jump up the wrong one about once a night. Any chance you could slap a label on them somewhere obvious from the middle of the room (assuming there isn't one already and I'm just blind)?
Overall: It felt originally like the map stalemates a lot, and I had thought that was due a lot to A capping to quickly. But the more I play it the more I think that initial feeling is due to the map not having the same "frontline" as other maps where you can set up an attack or a defense. There's so many mobility options that it's often easier to defend points like C or L by recapping A, which I love now that I know the map, but I think can be rough for new folks, as B/K are very easy to defend (either directly or by retaking C/L) if the attackers aren't using the ductwork and/or some offensive teleporters/sentries. Dunno if that's a complaint or a compliment, as the thing that seems to cause stalemates in some games, makes for really exciting games when people are really working the map.
). Before I complain about anything though, I want to say thanks for all the work you put into bringing us the map Dragon, it's grown on me tremendously.Spawn Doors: The only "bug" bug I've found is that it's possible to jam the lower door to the spawn room closed from the inside (at least for the red spawn, I assume it works on blue as well). We had it happen the other night at the beginning of the round as everyone was pushing at the door waiting for the end of the setup, someone was kneeling and managed to get themselves jammed between the frame around the glass and the floor.. Which had us jump-crouching to get through the upper half until whoever it was moved.
Spawn Hallway (the short hall between spawn and the "main" hallway): Not a "bug" bug, but I don't think it's working that well. The width means people exiting spawn end up doing a lot of bunnyhopping to get over the inevitable teleporters. Also, it feels very easy to spawn camp (and due to the difficulty reaching the final cap points, it's seems to be a pretty popular way to buy attackers time) because the wider main hall gives attackers a lot of mobility to avoid fire and still have good effect on people in or coming out of the hall. Defenders trying to exit don't have good visibility on where attackers are, and can't get at them without exposing themselves (e.g. an attacking demo can hit people in the hall, while a defending demo can't retaliate because of angles/length of the hallways).
I don't want to say attackers shouldn't be able to bottle up defenders away from points, but I think there's a fun difference between "I can't get to a point" and "I can't leave spawn". Not sure if a wider hall, or no hall, or multiple spawn exits could fix that without making it too hard for attackers.
Suction Pipes: Maybe it's just me, but it feels hard to tell the pipes to C/L apart. I've been playing the map pretty regularly and the rest of the routes/ductwork are familiar, but I still try to jump up the wrong one about once a night. Any chance you could slap a label on them somewhere obvious from the middle of the room (assuming there isn't one already and I'm just blind)?
Overall: It felt originally like the map stalemates a lot, and I had thought that was due a lot to A capping to quickly. But the more I play it the more I think that initial feeling is due to the map not having the same "frontline" as other maps where you can set up an attack or a defense. There's so many mobility options that it's often easier to defend points like C or L by recapping A, which I love now that I know the map, but I think can be rough for new folks, as B/K are very easy to defend (either directly or by retaking C/L) if the attackers aren't using the ductwork and/or some offensive teleporters/sentries. Dunno if that's a complaint or a compliment, as the thing that seems to cause stalemates in some games, makes for really exciting games when people are really working the map.
















It's one of my most played eGO TF2 maps.






