FogBow

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
CTF FogBow is a snowy hydro/gorge style map, using the normal CTF gamemode.

It took me a lot to layout and I had to re-do it a few times. The two big slide doors at middle will open when the enemy intel is captured, to ease defense/attack.
Sightlines are long at some points, but it shouldn't be a problem.

I posted this to hear about your feedback. It will be much appreciated. Thank you in advance.
 
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Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Err, description is stoopid, stoopid, stoopid.

(Why did you copy cloudbursts?)
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
your skybox in the first screenshot makes me scared
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Numero one of Bermuda Cake's crazy tf2 maps series!

[ame="http://www.youtube.com/watch?v=vnQqC7LHV6w"]YouTube- ctf_fogbow_a3: By Tera[/ame]
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
Quickie feedback from gameday:

- Huge sightlines in the middle. The main exit to the middle area has a big door, which is one way, and most people don't like one-way doors.

- Moar signs. We only see signs that say "Exit" or "Battlements" and there's no real indication of where the intel really is at the start. The respawn room could've used a sign to indicate as well.

- I like the fact that the intel is rather open however. Don't think we can find a real engie spot to turtle from so far. I think the base, aside from the signage issues, is pretty decent.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
I liked how exposed the intelligence is, definitely was a welcome change from the official CTF maps. What I would suggest is making the intel a bit more obvious - perhaps some lighting or better sign-age. It took me a long time to find it initially. Also, on my search for the intel at the start, I found myself wandering around the other teams spawn area quite frequently, which felt like I shouldn't have been in (I saw an AFK guy and actually thought I had gotten into the spawn itself).

edit: http://forums.tf2maps.net/geek/gars/images/5/4/5/4/fogbow1.jpg this screenshot shows my main problem. I was walking along the bridge, didn't notice the intel to my right, and saw the intel sign above the bridge, so I assumed the intel was further back than it actually was.

edit: also 45 degree stairs are not good.
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Sorry for the delay.
No areaportals at all, nor fade distances that I could notice.

The intel is basically sitting on a pile of junk, which is odd stylistically. The overall visual design isn't too bad, though it does have it's flaws.
[06] 3D sky misalignment.
[07] The fog is too dense and the wrong color for the sky. However, since the sky has a lot of different color in the mountains you can't make the fog match it, so it really just needs to be thinner.
[08] The tree pops in and out, as well as sticking through the hallway it is near. Not sure how this was missed. Also your red lights are way too bright.
[09] Wrong color sign.

I think the map suffers from too many haphazard adjustments from previous layouts forcing it to be different from what it is built to be.