Vector

CTF Vector Final

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gustav

L1: Registered
Jan 17, 2009
19
8
I didn't know, sorry. Will it be fixed? Or mayby get rid of them until valve fix it. In this way map wont brak game for players, because it is great addition to my server.
 
Apr 19, 2009
4,460
1,722
I didn't know, sorry. Will it be fixed? Or mayby get rid of them until valve fix it. In this way map wont brak game for players, because it is great addition to my server.
No no no your players will be fine, its just a bug with the game, nothing that will impact the client side of TF2. (Other than the visuals)
 

gustav

L1: Registered
Jan 17, 2009
19
8
They are anoyed and refuse to play on server :(. I know it is minor glitch but still visible. And it is transfering throught maps unless TF2 is shut down and started again.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Well if the people are refusing to play because of that then you don't have a very firm user base. To be perfectly honest, explain it is a problem with any custom map with custom particles, and that it cannot be fixed.
 

gustav

L1: Registered
Jan 17, 2009
19
8
They are just used to well looking and perfect working maps. It is not their fault but mine :)

Anyway vector plays great. I think that 2-2 is bit to easy to defend but we played just once .
 

alecgorge

L1: Registered
Aug 18, 2009
33
13
Holy **** this map is awesome.

I would be willing to host this map by for a couple weeks so that people can play test it. (see my thread here: [ame="http://forums.tf2maps.net/showthread.php?p=107830"]Willing to host one map for up to 14 days at a time (depending on demand) - TF2Maps.net[/ame] . And yes, a heatmap would be made.)

PM me if interested.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
cpvectortest10001.jpg


On the third stage, if this route when father up and not into this room that would be easier for blu to move out but not sure if that is an option.

cpvectortest10000.jpg


This side route, and the main hallway are the only ways out of spawn in the third stage. The side route could work better except that its way to easily camp able by snipers and medics are to scared to go down their and it doest get utilized to its potential as an attack point. Maybe if that sniper range or that passage was adjusted it could be more useful.

On the first stage some of the routes right after the first point can get annoying from the sniper ranges all the way back to red spawn. As medic i died alot without even thinking because i was so far away from point 2 i felt like i should be more protected. Not sure how big of a problem it is though maybe i am just mad because i lsot a few ubers and wasted a few on supertoaster (no offense great engi)

Overall love the detailing on stage 3. Everyone missed the ctf but the cp played just as great. People might just miss the ctf because of the change and it was so fun before (still is). I hope you consider making a ctf version as well and maybe adding a third point back to stage 3, though it might not work for cp as well not sure.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
[2nd image] The side path could use a short wall to block snipers, I agree.

[1st stage snipers] I agree, I noticed myself the short wall I had built to stop snipers was just short of providing useful cover. All but the heads were protected XD

My own thoughts:
[Stage 1] Seems good, just needs a few adjustments vs snipers and defenders sneaking past to spawncamp.

[Stage 2] Needs work, but its a definite improvement. I plan to make a third route from 2-1 to 2-2 to improve flow.

[Stage 3] Too easy for BLU, because of the nature of CP with regards to CTF. I just need to pull the CPs closer to the battleground.

[Overall] Massive improvement from CTF. The problems have also become much more defined and identifiable, and I think it's at an easily workable level. Some players really need to get some brains. Seriously.
 
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littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I still like it better as a/d ctf. You should at least finish the a/d ctf with any updates relevant to it and submit that for the contest. You're known for multiple modes anyways, so it's fine to have a cp version - just keep the ctf one up to par.

http://dl.getdropbox.com/u/1490725/cp_vector_test10001.jpg
See that pipe thing?
http://dl.getdropbox.com/u/1490725/cp_vector_test10002.jpg
I can stand on something there.

http://dl.getdropbox.com/u/1490725/cp_vector_test10003.jpg
Right side, the electrical conduit doesn't go up the wall all the way.

http://dl.getdropbox.com/u/1490725/cp_vector_test10004.jpg
The pipe thing isn't connected to the other wall.
http://dl.getdropbox.com/u/1490725/cp_vector_test10005.jpg
Looking up, neither is any of that.
 
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Icarus

aa
Sep 10, 2008
2,245
1,210
thanks

most of that stuff was the result of the revamp of 2-2. I moved the wall back a bit but forgot to move the props

as for standing on the pipe, it's because of the door :p I'll move it. thanks
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Playtesters have become increasingly hostile towards Vector to the point that I can't get hardly any playtesting done anymore.

If this continues, Vector will not be ready for the contest deadline.