Wiretap

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I can't think of any reason why there are so many unnecessary doorframes and doorways. It would be far simpler and easier to navigate if you removed the majority of them.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
Pretty much all those things were stylistic choices, and I guess, didn't really aide gameplay in any way.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
ctf_wiretap_a50000.jpg

ctf_wiretap_a50001.jpg

ctf_wiretap_a50002.jpg

ctf_wiretap_a50003.jpg


Dat bridge
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
You've just erected a dispenser (in my pants).
 

Radaka

L420: High Member
May 24, 2009
491
244
Why would anyone store a bunch of film reels on a bridge? You should pick something else to decorate that area. Other than that, looks good!
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Why would anyone store a bunch of film reels on a bridge?

We don't know what they could be used for. They're reels, but we don't know if they're film or data.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
It's clearly the telephone company's only building.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
You realize the rails block a large sightline, right?

Edit

Comparison shots!

671rt1.jpg


(Because the group chat can't comprehend this - the RED building hasn't been changed yet. The BLU building is an example of what both will look like in A5.)
 
Last edited:

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Played a few minutes of this. It has a lot of corridors and it was kinda hard to find a main path through the map.

I would simplify the layout and open up the bases a bit to make it more natural to navigate.
Try cutting down the sightlines in the middle area and balcony -> bridge -> balcony lines.

The vent exit is interesting but have you tried making it like in badlands, where it is semi-oneway? I think that could be neat, but I don't have any clear image of how that would play.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
ctf_wiretap_a50005.jpg

ctf_wiretap_a50009.jpg


Railings on the bridge will likely stay, as they are liked by most, mixed emotionally by a slight amount, and hated by an even slighter amount.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
ohnoes !! what if one of the pipes leak - all the computer will be damaged :(

on a serious note, it looks really weird having the pipes just above the computer control stuff - i really think you could put something more immersive in there !
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
Alpha V
- Added Areaportals
- Detailed the Bridge
- Added room for Vents to exit out into
- Added back room behind intel to reach the second floor from
- Added medium ammo to the small room near the Intel overlook
- Flipped order of windows on the Bridge
- Changed layout of the side buildings, added health
- Minor detailing throughout

ctf_wiretap_a50011.jpg

ctf_wiretap_a50012.jpg

ctf_wiretap_a50013.jpg

ctf_wiretap_a50015.jpg

ctf_wiretap_a50014.jpg


Oh and thanks to Supertoaster, the Bridge now has a face. Can not unsee. Happy V-Day.
 
Last edited:

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
Bumping, since nobody else can, apparently.

ctf_wiretap_a60000.jpg

ctf_wiretap_a60001.jpg


More detail, will brighten it up in due time.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
https://dl.dropbox.com/u/586461/Wiretap/ctf_wiretap_a50015.jpg

Move the health down to the bottom. Health and ammo on the high ground is generally OP. There's a nice little spot for it infront of the consoles.

https://dl.dropbox.com/u/586461/Wiretap/ctf_wiretap_a50013.jpg

Awesome intel room is awesome.

https://dl.dropbox.com/u/586461/Wiretap/ctf_wiretap_a50011.jpg

Try to avoid spytech in nuetral areas. You want the team's to have a base facade that transitions into spytech as you penetrate the defences.

P.S. Vents are horrible in TF2. They were bad in hydro, they were bad in turbine, they were bad in premuda, and they'll probably be bad here too.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
To be honest, the vents haven't caused any major problems here. Haven't heard any complaints, at least. The vent is very short, and is basically a glorified dropdown.