CTF Loch Mann

Locutus

L2: Junior Member
Nov 3, 2009
85
13
When the medieval update came out I liked it so much I decided to start work on a new map.

Currently two warring castles separated by a small body of water, I plan on breaking the blue castle down and turning it into a small village. The RED castle will be on a small island, out in a "loch" which is a body of water in Scotland.

It should currently be playable with up to 32 players. I'm thinking about making the bridge more of a choke-point, to help snipers gun down those pesky scouts.

Any criticism is welcomed.:)
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
There are quite a few things I can see with your map that may be a few problems. First of all, I know that it's alpha, though the textures look really weird, with the two different cobblestones, one being really sharp, and the other being really out of focus, are those the tf2 ones or are they custom. Also you probably need some boarders so people know where the edge of the map is.
Also, I think what you are trying with the ground would be better achieved with displacements, if that's not what your using.
The Intel room seems small and could easily be defended by a single sentry, also is there any ammo and health packs?
Finally, the big big big problem for the map is the HUGE sightlines that travel essentially the entire length of the maps is way to long.

I hope this helps you improve your maps in the future, though this is only what I can tell from the pictures, though there may also be some other problems.

EDIT: also when taking screenshots, try using this tutorial, makes your pictures seem so much more professional.
 

Locutus

L2: Junior Member
Nov 3, 2009
85
13
There are quite a few things I can see with your map that may be a few problems. First of all, I know that it's alpha, though the textures look really weird, with the two different cobblestones, one being really sharp, and the other being really out of focus, are those the tf2 ones or are they custom. Also you probably need some boarders so people know where the edge of the map is.
Also, I think what you are trying with the ground would be better achieved with displacements, if that's not what your using.
The Intel room seems small and could easily be defended by a single sentry, also is there any ammo and health packs?
Finally, the big big big problem for the map is the HUGE sightlines that travel essentially the entire length of the maps is way to long.

I hope this helps you improve your maps in the future, though this is only what I can tell from the pictures, though there may also be some other problems.

EDIT: also when taking screenshots, try using this tutorial, makes your pictures seem so much more professional.

Heh, thanks for the feedback.

There aren't any sentries in medieval mode. Have you played TF2 at all recently?
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Please add more variety to your choice of textures. Constant cobblestone textures get a bit boring to look at, and tend to be a bit hard on the eyes.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I know it's alpha, but still...

You've commented on textures in alpha before :p ...


Alpha is for alpha textures, might light ground textures.


I don't like the long choke point bridge, maybe a second bridge would be good... You don't want to turn this into 2fort.
 

Locutus

L2: Junior Member
Nov 3, 2009
85
13
You've commented on textures in alpha before :p ...


Alpha is for alpha textures, might light ground textures.


I don't like the long choke point bridge, maybe a second bridge would be good... You don't want to turn this into 2fort.

Yeah I know, but the problem is that if I don't have a long choke-point then the scouts will be horribly hard to stop...

Also, I plan on reverting back to dev textures...just for you guys. XD