Assembly

Gerbil

aa
Feb 6, 2009
573
846
The gameplay was pretty solid. All classes seemed to have a place. Maybe make it a tad easier to defend, but I'm not really sure about that.

Also lower flag return time to 20 seconds.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The sentry positions are lacking, but in a good way. Some more testing is needed for a real verdict, but I felt the new layout is solid.
 
Apr 19, 2009
4,460
1,724


Assembly(CTF)
(ctf_assembly_a20)

Gametype: Standard CTF with cap-at-flag and touch return
Players: 2-24 (32 max)
Author: Charles "The Political Gamer" Papanek
E-mail: thepoliticalgamer@gmail.com
Version: Alpha 20.
Custom models used:
intel_point_base model
Author: Mark "Shmitz" Major
E-mail: shmitz@gmail.com
Version: 1.0.0

Changelog:

03/06/2010: A20
  • Re-textured inside bases
  • Added touch return
  • Added cap-at-flag
  • Added a bit more detail

hl2%202010-03-10%2010-02-00-57.jpg

hl2%202010-03-10%2010-00-38-88.jpg


 
Last edited:

Steff0o

L6: Sharp Member
May 31, 2009
295
132
Question: why are there hazard stripes around the intel if the capture zone is on another place?
but it looks good :p
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Touch return? Why? It's rubbish and has been in every map I've played with the mechanic.
 

Flame

aa
Jul 19, 2009
368
865
get rid of touch return and cap at flag. map has 0 reason for it and the layout lacks diversity making the gamemode choice a prayer of desperation vs actually having a thought out reason for it.

it works in wildfire because the map has multiple ways in and out of the bases and the flags arent located next to the spawns nor is the map a giant wide hallway with bases at each end of it.

fix your layouts, not your gamemodes. this is the 2nd map in like a week youve toyed the gamemode with in an attempt to enhance the lack of inspiration and creativity the maps have. layout is more important than gametype.
 
Apr 19, 2009
4,460
1,724


Assembly(CTF)
(ctf_assembly_a21)

Gametype: Standard CTF
Players: 2-24 (32 max)
Author: Charles "The Political Gamer" Papanek
E-mail: thepoliticalgamer@gmail.com
Version: Alpha 21
Custom models used:
intel_point_base model
Author: Mark "Shmitz" Major
E-mail: shmitz@gmail.com
Version: 1.0.0

Changelog:

03/11/2010: A21
  • Re-textured outside bases
  • Removed touch return
  • Removed cap-at-flag
  • Added a 3D skybox
  • Switched to hydro skybox/lighting

hl2%202010-03-11%2015-16-33-31.jpg

hl2%202010-03-11%2015-16-19-93.jpg


 
Last edited:

Gerbil

aa
Feb 6, 2009
573
846
The layout seems pretty solid. But a bit flat/boring around mid. Teams were kind of unbalanced (goddamit flame) so I'm not really sure about the quality of the test. As you said, 6v6 testing is needed.

Anyway, map looks much nicer now. It's nice to see so many things have changed since a1.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
I'm not sure what was more embarrassing, red team getting rocked by an ambassador spy, or blue team having an ambassador spy as their most valuable player.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
Red team's engineers were also pretty useless. When we were something like 6 or 7 points up I found myself spending more time trying to take out the engineers so they would build someplace USEFUL than I was trying to get the relatively unguarded intel.

Incidentally when they eventually did build up on the intel, I was able to take out all three sentries in one life as a spy, my least played and worst class. :(
 
Apr 19, 2009
4,460
1,724
Red team's engineers were also pretty useless. When we were something like 6 or 7 points up I found myself spending more time trying to take out the engineers so they would build someplace USEFUL than I was trying to get the relatively unguarded intel.

Incidentally when they eventually did build up on the intel, I was able to take out all three sentries in one life as a spy, my least played and worst class. :(
hmmm I really am bit worried about making it more engie friendly. But I will bump that small ammo pack in the Intel room to a medium and see if that helps anything.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
hmmm I really am bit worried about making it more engie friendly. But I will bump that small ammo pack in the Intel room to a medium and see if that helps anything.

I was more commenting on team skill balance than map balance. I wouldn't mess with your base interiors much until you're finished reworking other aspects of the map.