Vector

CTF Vector Final

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Radaka

L420: High Member
May 24, 2009
491
244
Looks amazing!! Only things I would note from the screenshots would have to be the 2 overlays on the wall near 3-1. They are perfectly flat, while the bumpmaps on the plastic wall behind them conflict with that "flat" feeling.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Now there are 3 f*cking awesome looking and unbeatable maps with the A/D ctf gamemode in the contest. Hurray. :p

But really, it's looking great man. Keep it up!
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,869
2,977
ctf_vector_a370006.jpg


Misaligned texture.

ctf_vector_a370008.jpg


Totally awesome.

Other than that, it seems Visually Cluttered in a few places.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Personally, I think map plays out very well... but I personally think it is overdetailed in some places - it detracts quite a bit from the gameplay. Keep up the good work though!
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
A37 was pretty damn epic. lots of people wondered the bottom of the pit at 3-1 was white and solid, though.

I tried to explain that you had intended for this, but I must admit it looked out of place.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Obviously the white light means there's something really bright at the end of that pit.

It would be quite amusing if players who fell down got the HL2 zapped effect, where they float in midair and their body disappears after a second, instead of hitting the bottom of the pit.
 

Radaka

L420: High Member
May 24, 2009
491
244
We had an absolute blast playing this map last night, but like many others were saying, it seems too visually cluttered. Quick story about Stage 1, Point B--

Suicide scout still works from time to time, but it is difficult and requires planning. Thank you for leaving in this ability!

Level 3 sentry just behind the silo (on red's side). I had the intel as a scout, used the sentry to launch myself past the building the cp is in, and snuck it in through the back door. EPIC!! Don't remove the ability though, because red team could have easily been standing on the point, but they weren't :D
 
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BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Yeah, I like that a lot of scouts can potentially take the point, because it requires teamwork (Hey, it's TEAM Fortress!) and probably a few microphones.

The defenders can still combat this by simply standing on the point and taking care of the scouts, as the tight quarters of the point reduce the scout's effectiveness.

Honestly, though, I can't figure out why 2-2 is so lousy now for defense. 2-1 plays alright if Blu isn't organized, but a random push onto 2-2 works against organized defense. =(
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Playing the version we did tonight, I got a few screenshots.

http://dl.getdropbox.com/u/1490725/ctf_vector_test20009.jpg
Bad shadows.

http://dl.getdropbox.com/u/1490725/ctf_vector_test20010.jpg
I always want to be able to jump over that, but I apparently can't?

http://dl.getdropbox.com/u/1490725/ctf_vector_test20011.jpg
Clipping brushes in the doorway.

http://dl.getdropbox.com/u/1490725/ctf_vector_test20013.jpg
When you drop the intel, it is tilted.

http://dl.getdropbox.com/u/1490725/ctf_vector_test20014.jpg
The rest of the prop is playerclipped.

http://dl.getdropbox.com/u/1490725/ctf_vector_test20015.jpg
http://dl.getdropbox.com/u/1490725/ctf_vector_test20016.jpg
I dunno if you want us to be able to get up there or not. Engineers can, as well.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
So, while downloading Premuda, I'll comment here on the playtest today!

I was honestly only in the server for like 5 minutes, but I must say that Stage 2-1 played magnificently! I didn't see 2-2 played, but overall I thought it was a good test for the small part I was in it.

(It could have something to do with me getting my Cheater's Lament and 13:3 as soldier at one point on defense, har har)

Anyway, 2-1 felt pretty good. Blu was outside of the building except when they were attacking, and it was quite a large battle, and I think there was only 1 sentry on the point. The only thing that worried me was how Blu got stuck on the first point while bringing the intel to the second point. This is about when the map changed, though. I'd almost recommend telling you to get the demo, if you enjoy watching those.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
3-1 Still has major issues due to there being only one path that most classes can take, and the big pit severely limits how much action can be taken against far-side sentries. Let's say red is spamming the crap out of the main route. A demo or scout can try jumping across, but will be shot down by sentries on the other side. A scout can't bonk-distract because even though he takes no damage, he will still get knockback right into the pit while he's in the air. An uber won't be able to get through because the medic can't follow the demo. And spies are just completely gimped by the constant traffic and spam through the main route.

So basically what happens is that the ENTIRE first area is nothing but one big choke.

If you really can't think of a way to create an alternate path to the point, you might consider giving blue a bigger spawn advantage, either by tweaking spawn times, or by just removing red's shortcut door.
 

mtv22

L3: Member
Feb 28, 2009
116
22
Well I've always felt the same way about the above post, there's only 1 way through, which I always thought was very problematic.

Here's a rough idea of what I always thought could make things a little better.