Mar 04, 2013, 10:19 PM
I had heard mixed reviews of both manor versions too, but they were both quite different from what you mentioned. Manor event is the inside of the manor which ends up in BLU winning every round. The map itself is really small, smaller than harvest, and there's tons of thin passageways. This is just my opinion but I don't think indoors maps go over very well because they almost never provide enough space for props to run around should they be found; many of the hallways in manor event are small enough that any BLU class completely blocks a RED in. There's also lots of dead ends. Of course it's different on this server because once you're found you're likely going to die, but there's more emphasis on survival over on the GM style servers and that's where many of the indoor maps are.
Manor outside, on the other hand, I've heard was too big and cluttered, not sparse. In reality, it's not that big but it has similar amounts of vertical distance as goldtooth and far more small props such as red barrels and pumpkins. It's definitely an easier map for RED than BLU but I like it myself.
My issue with junction would be the small maze of tunnels at the intersection of the A/B/C points and the small doorways between red spawn and A/B. Tunnels small enough for a single BLU team member to block are hell on any red that wants to survive, usually whoever gets a small prop and puts it in a decent spot. After running around for a little bit as demo, I can definitely see some neat spots provided you did some work with the player clip areas. Given that other people think that it's too big, I think it might be too cramped. The map size looks great to me but the three separate rooms look to be easy to check once you know the map and the lack of open space makes it difficult for props to run.
As for Turbine and Gorge, I think they're both fantastic maps in stock TF2 but I'd advise against doing Turbine for reasons mentioned above; indoor maps tend to be fairly cramped and (assuming you're not doing the UGC version of Turbine) I can't see very many spots being opened up in the one or two open areas. Also, I think Gorge might be too big for you to only cut 1/3 out. I can see it being split into two maps, one being the indoors area, possibly with doorways widened, and one being the second and last points of the 5CP version of either side, I'm fairly sure they're identical. Freight middle point I can see working really well, as well as all of the other maps you're thinking about.
I don't know how much experience you have with Hammer but after I finished lakeside I went to work on my own map and it was quite overwhelming, haha.
As for Viaduct, I think everything can be made to feel bigger by removing a lot of the player clip areas. Lakeside is fairly restricted in where you can and can't move but it is a large map. I ended up having to cut off the original red spawn area in order to open up enough previously restricted area to make it fun, so it's only about 7/10 of the original map, but I think it turned out well. I'd probably do the same thing with Viaduct, minus the cutting off of one spawn. I'd probably open up most if not all of the roofs near main and choke as well as the rocks on the cliff near mid. I'd also have to widen the three entrances going to each spawn to prevent a single pyro being able to completely block a scout.
Manor outside, on the other hand, I've heard was too big and cluttered, not sparse. In reality, it's not that big but it has similar amounts of vertical distance as goldtooth and far more small props such as red barrels and pumpkins. It's definitely an easier map for RED than BLU but I like it myself.
My issue with junction would be the small maze of tunnels at the intersection of the A/B/C points and the small doorways between red spawn and A/B. Tunnels small enough for a single BLU team member to block are hell on any red that wants to survive, usually whoever gets a small prop and puts it in a decent spot. After running around for a little bit as demo, I can definitely see some neat spots provided you did some work with the player clip areas. Given that other people think that it's too big, I think it might be too cramped. The map size looks great to me but the three separate rooms look to be easy to check once you know the map and the lack of open space makes it difficult for props to run.
As for Turbine and Gorge, I think they're both fantastic maps in stock TF2 but I'd advise against doing Turbine for reasons mentioned above; indoor maps tend to be fairly cramped and (assuming you're not doing the UGC version of Turbine) I can't see very many spots being opened up in the one or two open areas. Also, I think Gorge might be too big for you to only cut 1/3 out. I can see it being split into two maps, one being the indoors area, possibly with doorways widened, and one being the second and last points of the 5CP version of either side, I'm fairly sure they're identical. Freight middle point I can see working really well, as well as all of the other maps you're thinking about.
I don't know how much experience you have with Hammer but after I finished lakeside I went to work on my own map and it was quite overwhelming, haha.
As for Viaduct, I think everything can be made to feel bigger by removing a lot of the player clip areas. Lakeside is fairly restricted in where you can and can't move but it is a large map. I ended up having to cut off the original red spawn area in order to open up enough previously restricted area to make it fun, so it's only about 7/10 of the original map, but I think it turned out well. I'd probably do the same thing with Viaduct, minus the cutting off of one spawn. I'd probably open up most if not all of the roofs near main and choke as well as the rocks on the cliff near mid. I'd also have to widen the three entrances going to each spawn to prevent a single pyro being able to completely block a scout.