Assembly

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
I tried to not post stuff that's already been pointed out, but here goes.

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These two sections here just brought on the feeling of being really cramped.


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The gap between the barrels here actually makes you get stuck and takes forever to get out of. I'd say playerclip it altogether.


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Awkward spot on the sides, not sure if there's much use in having it accessible. Also some nodraw fun.


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Floating props.


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More cramped feeling corridor/ramp, not sure about the staircase cutting into the roof there.


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Awkward sentry could prove a bit overpowered considering how protected it is.


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Sentry seems a bit overpowered here.


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You can build here without noclip.


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Dispenser gives ammo through wall.


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The gap here is really awkward in my opinion, I can just see players now raging at how they got stuck in it and died as a result.
 

Anagram Man

L2: Junior Member
Nov 30, 2009
71
15
No Offense but it doesn't look to good.
I do though love your brushwork and your prop work.
There is just some awkward feeling about it.
It's probably me.
 

Remnic

L2: Junior Member
Jan 24, 2009
95
16
I'd have to say the spytech theme for the room is much more fitting. The brick theme clashes rather badly with the spytech computer terminals. Also, if you're going to go with the spytech theme, maybe it would be a good idea to add details to the ceiling and higher up the walls in the room (ventilation shafts, warning sign overlays, etc.).

I'd also like to suggest that you replace the gorge crate below the staircase in the middle of the pic with a computer terminal or a oil barrel on a hand truck.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
The spytech theme is better for the Intel room anyway, but especially with the big 2fort-style window from the spawn room up there. And extra wall/ceiling detailing is a good idea either way, but you probably already knew that.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
Just one thing to say...offensive engineering is simply not fun... In the entire game I couldn't get up a single surprising sentry or teleporter. The outside area had nowhere I liked, everyone could see everything for a mile. Then in the base there really were not any paths that I could manage to hide something without it instantly being noticed.

Really its not even about them seeing the sentry, they see you setting up and know where it is.
 

Swiftmind

L2: Junior Member
Dec 6, 2009
73
20
NOTE, this is my first time playing/seeing this map.

Well I thought the map was decent. I do not like CTFs where you have to return the intel to the enemy base but beyond that I was not frustrated with anything. Overall I would play it again.

I noticed some nodraw issues here and there, but I am sure you already know about these.

I am thinking you should remove the block on the cap point. To me it is hard enough to get into the heart of the enemy base.

I know you are not really working on lighting yet, but to me I think the white lights are a bit too bright or too many inside the base. The spawn room and intel room has way too many lights, I think you only need two rows of lights.


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There are some optimization issues. In the wireframe screenshot I can see decently into their base. With the current layout the only way to stop this is open/close areaportals. You could make the spawn room exit doors open/close areaportals but then these doors can not have windows. The spawn room with the big window would then need to have their own doors with open/close areaportals so a player can still see through the big window. This would be helpful since one side of the enemy base is closed off from viewing. Other then that I can not figure out how else to help this situation unless you make the hallways longer/narrower and more 90 degree turns.

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The spawn room "emergency exit" that exits to the ledge overlooking the courtyard: I think the door should be at the end of the hallway instead. With the current door I can not see out onto the ledge for any sniper lasers or other enemy. I am thinking a similar spawn exit to 2fort for the ledge.

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I got stuck repeatedly by running along the trains and falling down between them. A clip just needs to be added. This happened on all boxcars.

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For the middle not sure what you should do. I heard complaints about snipers. I was never hit by a sniper so I dont know. If cover is really an issue I would scrap that whole mid structure you got now and make a enclosing structure similar to the brick detail building with the three tunnels off on the sides....or a structure like cp_well. I know detail is not an issue yet but to me the current structure in the middle makes me wonder what is it's use within the environment? A catwalk over the train track? I also wonder if the one exit coming from the lower level of the middle, going towards the dump trucks, is a bottleneck? I do not see any way for most classes to get up to the second level if they are in the lower level between the trains. Is it worth while to move one of the boxcars down the track so the stairs are accessible from the lower level middle? But have the moved boxcars be opposite on each side, so like for red side the boxcar near the missile on the ledge is moved down while for blue the boxcar not near the missile is moved down.

In terms of sentry spots, I put up a decent one in a random spot within my intel room. It lasted a few minuets and stopped two or three caps. As of right now I do not see any overpowered defensive sentry spots. As for offensive I would not even bother since it is a very open map.


I agree with Remnic and stevethepocket, the spytech theme in recent screenshots fit better.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
This time I played entirely as spy, also not fun <_<
The bases have a severe lack of places to briefly hide and recover, the two primary places I would consider hiding out would be in the upper room to the left and the upper room to the right of the intel room. However both of these options have spawn exits, pretty much rendering them useless. Then the lower right side (im talking from attacking perspective btw) has a dropdown from above, so you can't hide there, and the left side has another spawn exit...So the attacking team, once entering the base can pretty much be attacked from anywhere at any time...

So...id say you could stand to lose a spawn exit, perhaps replace it with "neutral" staircases...

Personally, I would probably polarize the spawn exits and restrict them to one side of the base, im leaning towards the right side with the dropdown not having any spawn exits.