Fool'sGravel A3

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Fool'sGravel A3

The CTF map formerly known as Shaft

Underground mine/cave-themed vanilla capture the flag map. As an alpha, I tried to put in as few textures and props as i could, but I was weak.

Actually the third iteration of a "central bottomless pit" concept I've been toying around with for a few years, going by ctf_shaft. Then I read a thread here about how phallic that name sounds...still open to name changes if it comes to that.

Some questions in case people need starting off points:

-Is mid too long? Too narrow? I feel like the sight lines are mitigated by the height difference.
-Is the intelligence too camp-able? I tried to nerf sentries there as much as I could
-Is the main spawn door too camp-able?
-Is mid too bright? Are the side tunnels too dark? I feel like I can discern myself in thirdperson, but sometimes the troubles come to head in the heat of the moment
-Is the damage on the barbed wire pile too high? Too low?

Anyway, here's some screenshots!
foolsgravela1 overview.jpg
The overhead shot doesn't show everything, as the intel's and vent rooms are pretty much directly under mid.
foolsgravela1 mid.jpg

foolsgravela1 bluintel.jpg
foolsgravela1 bluspawn.jpg

Ok, here goes nothing, on to playtesting. I'll try to respond to any questions as soon as I see them
First release
Last update
Capture The Flag

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Latest updates

  1. Façade Update (or "Metalgrate013a2: A Love Story")

    Here's what's new: -Façades! And other textures and overlays added to make knowing which side of the map you're in easier. -Barriers! For additional mid cover and definitely not the result of handouts from the powerful demoknight cabal...
  2. Gray-vy Train Update

    Here's what's new: -Your wish has been granted. All orange textures have been changed to grey. Grey as far as the eye can see. (Maniacal laughter). Except for this additional brown bit here. -The area around the main spawn doors have changed, to...