cp_rocket_a1_stage1
55 Comments
100/0/0 Round Win % (3 rounds) (Click for more information)

Rocket Stage1

by Unknown

  • Game Mode: Capture Points
  • Allowing Feedback: Yes
  • Thread: Unknown
  • Last Seen: 3 weeks ago on 0.0.0.0:27015View Demos

Feedback

Avatar Call Me Jim made an annotation at 1316 1015 279 while standing at 1277 1010 308 3 weeks ago
Door here mebbe?
Avatar The Regent left feedback: 3 weeks ago
a bit specific but with the tight and non existent flanks of B and C scout is kinda dead weight as a class
Avatar Taylor Swift made an annotation at -1181 -204 22 while standing at -1041 -212 51 3 weeks ago
move this spawn door more toward the corner here to avoid sightlines
Avatar the snack,curry left feedback: 3 weeks ago
consider widening the paths on A to B and perhaps changing up last (2/2)
Avatar The Freak made an annotation at 918 1217 50 while standing at 964 1943 139 3 weeks ago
BLU has zero high ground onto last
Avatar The Announcer made an annotation at 144 1342 307 while standing at 325 1010 308 3 weeks ago
a demo can just sit here and spam stickies directly onto the point with infinite health/ammo
Avatar JP left feedback: 3 weeks ago
and right outside their spawn. literally nothing could be a more perfect formula for a 6 minute meat grinder of hell
Avatar the snack,curry left feedback: 3 weeks ago
A is very well made and open, but the rest of the map just turns into a funnel (1/2)
Avatar Taylor Swift made an annotation at -1246 -897 81 while standing at -532 -1018 292 3 weeks ago
Consider pushing both spawns further away from point A. Red is closer, so start with that, but more terrain variation w/BLU
Avatar PanKeke left feedback: 3 weeks ago
A has a vent, B has a vent. Where is the C vent?
Avatar Vaporwave cat Jade left feedback: 3 weeks ago
last is very rough for the attacking team
Avatar Chalmers left feedback: 3 weeks ago
start from scratch from everything after a. move blu spawn back
Avatar EggsAisle left feedback: 3 weeks ago
try moving red spawn back a tad away from the point so they can't just sticky spam it from spawn
Avatar JP left feedback: 3 weeks ago
this was the most painful round of tf2 i have ever played. 2 holes with no alternate routes onto massive red high ground
Avatar PanKeke left feedback: 3 weeks ago
Very pretty :)
Avatar EggsAisle left feedback: 3 weeks ago
much of the map is cramped and meatgrinder-y, very dustbowl coded. Makes pushing anything tough.
Avatar The Announcer left feedback: 3 weeks ago
I know you're going for spammy old-school gameplay, but even the old maps have way more breathing room than this
Avatar Taylor Swift made an annotation at 350 1391 236 while standing at 152 1407 283 3 weeks ago
it would be cool if you raised those three windows and the room they were in higher than red spawn level, then removed 1/2
Avatar Don Donovan "The Don" Donatello left feedback: 3 weeks ago
give blu multiple spawn entities in their spawn room
Avatar Taylor Swift left feedback: 3 weeks ago
extend the back wall of the waterway that way snipers like me cant snipe feet as people come down
Avatar The Announcer left feedback: 3 weeks ago
even dustbowl lets you stand on a few little shack roofs
Avatar The Announcer left feedback: 3 weeks ago
atm there are so few options for using movement abilities due to how cramped and linear most areas are
Avatar The Announcer made an annotation at -389 -365 330 while standing at -766 -986 252 3 weeks ago
this point would be way more interesting if you could stand on this roof. give attackers something to play with
Avatar The Regent left feedback: 3 weeks ago
everything on this map is pretty chokepoint-y, and gives blu very little breathing room to attack with
Avatar PanKeke made an annotation at 735 95 153 while standing at 1438 19 349 3 weeks ago
Snipers can stand on top of this handrail and do stuff? idk, its not that important
Avatar the snack,curry made an annotation at 1257 33 305 while standing at 1260 295 212 3 weeks ago
consider placeing an 'A' sign here aswell
Avatar The Announcer left feedback: 3 weeks ago
very little depth or skill expression when all defenders have to do is sit on high ground and spam doorways
Avatar Vaporwave cat Jade left feedback: 3 weeks ago
it's a fun layout but it's very tight and chokey
Avatar carl left feedback: 3 weeks ago
maybe a slightly more forward spawn for blu team when they try for last, the walk to last is too long
Avatar JP left feedback: 3 weeks ago
masterful meat grinder sir or madam
Avatar The Announcer made an annotation at 1103 1398 21 while standing at 1082 1029 308 3 weeks ago
there is no meaningful difference between these routes for blu. they take them to the exact same place
Avatar the snack,curry made an annotation at 234 1502 333 while standing at 182 1258 276 3 weeks ago
this resup allows spawn, consider pushing it back
Avatar PanKeke left feedback: 3 weeks ago
For the first point, Red should spawn near B, the once A is captured, remove shortcut.
Avatar The Announcer left feedback: 3 weeks ago
compare the scale and route placement on this last to gorge B
Avatar carl left feedback: 3 weeks ago
last point is literally a stage for red team to rain hell fire upon blue with impunity
Avatar The Announcer left feedback: 3 weeks ago
blu has no high ground to push from on last. all their routes force them into tiny low paths that red can watch all at once
Avatar Don Donovan "The Don" Donatello left feedback: 3 weeks ago
your spacing and building and room sizes are all on point its just C is too choked
Avatar we feel we missed the mark.. made an annotation at 2240 1322 104 while standing at 2340 1311 117 3 weeks ago
furthermore, this entrance to last is sniper hell. it's just a long hallway
Avatar PanKeke left feedback: 3 weeks ago
Blu could have a shortcut or forward spawn once B is captured
Avatar we feel we missed the mark.. made an annotation at 1562 1180 213 while standing at 1559 1176 212 3 weeks ago
last only has 2 real entrances and they're both tiny choke doors
Avatar Don Donovan "The Don" Donatello made an annotation at 2024 1268 150 while standing at 1775 1093 212 3 weeks ago
this path isnt obvious to blu
Avatar The Announcer left feedback: 3 weeks ago
also requires blu to spawn camp in order to cap
Avatar The Announcer left feedback: 3 weeks ago
don't let red's spawn exits have line of sight to objectives or other important areas. lets red hold without leaving spawn
Avatar we feel we missed the mark.. left feedback: 3 weeks ago
need forward spawn for last
Avatar The Announcer left feedback: 3 weeks ago
B's layout doesn't really feel meaningfully different from A. same sentry spot, same vent flank, same tiny point
Avatar we feel we missed the mark.. made an annotation at 2095 -245 148 while standing at 1609 -232 212 3 weeks ago
this hallway is just a spamfest dustbowl hallway
Avatar The Announcer made an annotation at 244 -1011 220 while standing at 300 -591 340 3 weeks ago
this flank is essentially unusable if a single explosive class is watching it
Avatar PanKeke made an annotation at -1827 -440 -33 while standing at -1698 -496 205 3 weeks ago
resupply cabinet backside is UGLY
Avatar The Announcer made an annotation at 312 -280 302 while standing at 367 -270 340 3 weeks ago
one sentry or one demo can lock down the entire point from this spot
Avatar we feel we missed the mark.. left feedback: 3 weeks ago
red spawns a little too close to defend A
Avatar PanKeke made an annotation at 311 -212 158 while standing at 552 -67 287 3 weeks ago
cheeky sniper spot
Avatar The Announcer left feedback: 3 weeks ago
please give players more breathing room. there's almost no space for classes like spy and scout to avoid splash damage
Avatar Don Donovan "The Don" Donatello left feedback: 3 weeks ago
blu should have some way to see outside first spawn during setup
Avatar The Announcer made an annotation at -1634 -747 119 while standing at -1878 -756 153 3 weeks ago
use standard orange setup gates for a/d. important to let blu see out of spawn during setup
Avatar Don Donovan "The Don" Donatello left feedback: 3 weeks ago
cubemaps