C
chpmmttn
[BETA] CTF Peak Coal
I'm about ready to release a Beta for the map I have been working on, CTF Peak Coal. The following is a rambling description of it with a few screenshots.
It is a symetrical map with two bases and a hill in between them.
Several tunnels go through the hill and the middle is hollowed out into an upper room and a lower room which are connected through a vertical shaft in the middle. The upper and lower rooms connect to a side room through twisting tunnels and then to an alternative entrance to the base. This entrance goes past the train tracks, and you can go through one of the train tunnels to move back to the outdoor entrance area.
The base has a very large battlement/roof area with a large opening in the floor leading to a storage area. Behind the battlements is a door which leads to a room filled with pipes. There is another door in this room which leads to a full life and ammo pack. This is designed to be used as a forward base for the invading team, if not properly defended. Two pipe filled hallways lead from this room, one leading back to the battlements and one leading to the back roof area.
In the storage area (under the large floor opening on the battlement) there is a narrow straight tunnel (coal chute) which leads directly to the flag room. Anyone in this coal chute would be easily shot by a sniper or any other range class. The coal chute has two side exits which lead to the basement area. The exit which leads to the flag room has a door which does not open from the flag room. The door is also high on the wall so only a rocket/grenade jump would reach it if the door is held open.
The other exit of the storage area leads to an office area. This is slightly maze like and has ramps to the battlement/roof and also leads to the two exits of the single respawn. The respawn exits are seperated by a wall, allowing allowing the defending team to have a slightly quicker way to move through this part of the base.
Past the respawns are ramps leading to the back outdoor/roof area and past that the basement area. The back outdoor area has a large smokestack. A rocket/grenade jump will get you to the top and it leads directly to the flag (the fall will cause damage). A scout can also reach it by jumping across window props on the wall.
The coal chute passes through the basement and gives cover to various parts and provides a nice place for sentry placement. There are four exits in the basement which are large pipes. These pipes connect to other pipes which in turn form a large rectangle around the basement. On the far side is a small room which is the flag room. The other side is a long pipe, with the side exits of the coal chute. This screenshot, looking up at the basement and flag room may help make some sense of that.
I do not think that it is an overly complicated map, but I am at the point where I need to get some play testing on it to know if it actually works. Any further work I do on it would just complicate the issue immensely if I need to go back and make some major change to the basic geometry of the level.
The thing that I am the most worried about is the small flag room. There are many ways into it, but I do not know what will happen if it is packed full of sentry guns, or if snipers are sitting in the tunnels getting head shots on anyone nearby.
Also, leaving with the flag will require you to pass through the basement. This may become too much of a choke point if well defended. Although it would be possible to rocket jump with the flag back into the coal chute if you have someone stand by it to hold it open, or if you manage to do a double grenade jump back up out of the smoke stack (I have not been able to survive doing this, but a medic could help out). These might be more advanced tactics that may not be readily available on a public server.
Any comments on the description or screenshots would be greatly appreciated. I am planning on making it look prettier, but that will come later, along with optimization. Hopefully I will be releasing the actually map within a day or two and I will post a link to it here when I do.
I'm about ready to release a Beta for the map I have been working on, CTF Peak Coal. The following is a rambling description of it with a few screenshots.
It is a symetrical map with two bases and a hill in between them.

Several tunnels go through the hill and the middle is hollowed out into an upper room and a lower room which are connected through a vertical shaft in the middle. The upper and lower rooms connect to a side room through twisting tunnels and then to an alternative entrance to the base. This entrance goes past the train tracks, and you can go through one of the train tunnels to move back to the outdoor entrance area.
The base has a very large battlement/roof area with a large opening in the floor leading to a storage area. Behind the battlements is a door which leads to a room filled with pipes. There is another door in this room which leads to a full life and ammo pack. This is designed to be used as a forward base for the invading team, if not properly defended. Two pipe filled hallways lead from this room, one leading back to the battlements and one leading to the back roof area.
In the storage area (under the large floor opening on the battlement) there is a narrow straight tunnel (coal chute) which leads directly to the flag room. Anyone in this coal chute would be easily shot by a sniper or any other range class. The coal chute has two side exits which lead to the basement area. The exit which leads to the flag room has a door which does not open from the flag room. The door is also high on the wall so only a rocket/grenade jump would reach it if the door is held open.

The other exit of the storage area leads to an office area. This is slightly maze like and has ramps to the battlement/roof and also leads to the two exits of the single respawn. The respawn exits are seperated by a wall, allowing allowing the defending team to have a slightly quicker way to move through this part of the base.
Past the respawns are ramps leading to the back outdoor/roof area and past that the basement area. The back outdoor area has a large smokestack. A rocket/grenade jump will get you to the top and it leads directly to the flag (the fall will cause damage). A scout can also reach it by jumping across window props on the wall.
The coal chute passes through the basement and gives cover to various parts and provides a nice place for sentry placement. There are four exits in the basement which are large pipes. These pipes connect to other pipes which in turn form a large rectangle around the basement. On the far side is a small room which is the flag room. The other side is a long pipe, with the side exits of the coal chute. This screenshot, looking up at the basement and flag room may help make some sense of that.

I do not think that it is an overly complicated map, but I am at the point where I need to get some play testing on it to know if it actually works. Any further work I do on it would just complicate the issue immensely if I need to go back and make some major change to the basic geometry of the level.
The thing that I am the most worried about is the small flag room. There are many ways into it, but I do not know what will happen if it is packed full of sentry guns, or if snipers are sitting in the tunnels getting head shots on anyone nearby.
Also, leaving with the flag will require you to pass through the basement. This may become too much of a choke point if well defended. Although it would be possible to rocket jump with the flag back into the coal chute if you have someone stand by it to hold it open, or if you manage to do a double grenade jump back up out of the smoke stack (I have not been able to survive doing this, but a medic could help out). These might be more advanced tactics that may not be readily available on a public server.
Any comments on the description or screenshots would be greatly appreciated. I am planning on making it look prettier, but that will come later, along with optimization. Hopefully I will be releasing the actually map within a day or two and I will post a link to it here when I do.
Last edited by a moderator: