Vector

CTF Vector Final

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Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
855
Yeah, too real-looking. I think it's just the gray metal lining the bottom of the wall. It looks like a HL2 texture.

Other than that (and the perpendicular light) it looks pretty sick. You've really got the lighting down.
 
Aug 19, 2008
1,011
1,158
looks great :)
but i gotta agree on some points with nine
the grey texture stands out as too realistic, make it a bit more cortooney and give it a slight tint
what bothers me the most is the green-ish console, as there is hardly anything green in the default models except nature-props
also i like to keep the signs ("keep this doorway clear") at max half the size of yours, but that might be just me :)
anyhow, keep up pace :D
 

Icarus

aa
Sep 10, 2008
2,245
1,210
The metal texture never seemed that much of a problem to me :eek:

It's a stock texture used 2fort, and nobody made a fuss about that.

I'll probably end up changing it anyways :)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It's impossible to get to the cap on Stage 2 as there are no alternate routes leading to the upper floor and the sentries have a huge height advantage and can push people back out the entrances. :(
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Today's test was fun, Psy already covered the big issue, which was that BLU had a hard time pushing into 2-1.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Thanks, that's good to hear. It was hard to get a test of the other points when the very first one was a problem (it never was a problem before... I wonder what's different). It's also unfortunate that the compass wasn't working.

I had to play without voice on because some of the players were just outright unhelpful.

I'm probably going to add a staircase for BLU and lower their spawn time overall.
 
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Waif

L7: Fancy Member
Mar 22, 2009
412
125
This isn't feedback from gameday, but rather the small test we ran before it with only stages 2 and 3.
I enjoyed playing the map, expecially being a air-blasting pyro on 3-2:p

However in 3-1, it seems that red rarely attacks blue at Blues spawn gates, and more seems to cower in the buildings. It may be different with a fuller server, but you don't seem to get a lot of action right out of the setup gates in that area.
 

Phobos

L3: Member
Feb 22, 2009
130
50
What, a whole week without a bump? Blasphemy!

No, seriously, don't pull a Grinder on us with this one.

(And where did all the tags go?)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Mapping was a lot more fun when I didn't release alphas publicly.

You'll have to wait until beta to see Vector again.

Don't worry, I haven't dropped it, I just don't feel like dealing with jackasses anymore.
 

jpr

aa
Feb 1, 2009
1,094
1,085
Mapping was a lot more fun when I didn't release alphas publicly.

You'll have to wait until beta to see Vector again.

Don't worry, I haven't dropped it, I just don't feel like dealing with jackasses anymore.

What exactly do you mean by jackasses? You said something like this before during a gameday, is it the people who prefer other people's maps over yours? I said that I liked HAARP best of the a/d ctf maps and then you said something like "This is why I'm not going to submit vector for gamedays anymore". Sounds like you're a bit butthurt to me. I apologise if I'm wrong.
I think you should continue releasing alphas, because without testing maps can turn out crappy. Then again, vector feels pretty much perfect already so I don't know, well, it's your decision.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Alpha 35
ctf_vector_a350011.jpg

More screens and download available in release post
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
This looks good and plays well. I'm very impressed.

Teams were stacked when we tested today, though.

BLU had a cakewalk attacking.`=P
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
It's amazing. I'm torn between HAARP and this, but luckily there's still a month to decide =O!

Absolutely loving the detail in this release and can't wait for the 3rd stage. Also, I love the additional CP in stage 3, even though there were complaints about the ease of it's capture.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Played it today a few times. Had some great games on 6v6.

On the third stage for blu the walk might be a little long to C. I am not 100 percent sure that this is a problem as i played spy and scout most the time but it feels along, the respawn times are fine. You could open a side route to C or give blu a forward spawn or let them take reds first spawn or something. I like the bridge that extends for a shortcut once A is capped.

Overall great map, love the detailing and the explotion. Well rails would be nice in some spots though just something small.