- Apr 9, 2008
- 1,706
- 1,491
The capture zone is very large and exposed, and easy to jump onto as a scout. It flowed well though, but the intel return system needs to be more highlighted. A countdown timer of some sort would help to explain that you can't pick it up for a moment.
I thought the announcer sounds were clear enough but now that I think about it, there's no real indication as to what it's all about apart from the no_entry sign that floats above the intel. So I'm thinking of adding a series of sprites (numbers) that appear in succession above the intel in the final 5 seconds of cooldown. It's not perfect (people who aren't directly looking at the intel won't have a clue why the announcer is counting down) but it's better then using game_text which looks icky.
It was hard to fall back and defend, even if you knew they (he, a single scout) was coming rushing. since he would just pop out and cap faster than it was possible to do damage to him (except sentries, but those are cheating anyway!)
Several people have suggested that I add the ability to block captures. Now I do want to add it in using the same method I've seen in CTF A/D (no_entry sprite above the cap zone to indicate it being blocked) but my only concern is that it breaks normal CTF conventions which will confuse and annoy new players. Bah. I might just add it in anyway.
Like most of the other posters, I enjoyed playing on this map. I particularly like the center (which is where I spent most of my time). Perhaps a wider bridge there may server to ease the spam issues a bit.
I also agree with a commented I heard in game about the long tunnels. I think you could do with fewer. Maybe leave the lower one (into which trap door spawn exit drops) and widen the opposite side of the base into a larger staging area.
I'll see what I can do about the bridge and the side routes. Probably doing something as simple as removing the railings would help to reduce the number of nades collecting around the intel.
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