Uprising

CzarStark

L1: Registered
Aug 17, 2009
5
0
ctf_uprising is a cp/ctf hybrid map. The primary goal is to capture the enemy's intelligence; this is made easier by capturing and holding the map's points.

This map makes use of the new valve cp/ctf hybrid HUD.

Known issues:
-The lowest point needs displacements on the walls so it's not just a flat repeating texture. I dread doing this so I've put it off. :p
-The outside of the map is empty right now, it's just clipped out. I'll be adding ambiance to it.
-The top and bottom point icons start the map as pink/blue checkers. This fixes itself once a class is chosen.

This release is to start testing balance. I'd really appreciate any feedback you have. :)
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Uhhh, just wanted to be like Dr. Spud and say:

"This ups the number of Muse related map names to five, I believe."

http://www.musewiki.org/Uprising_(song) if you have no idea what I'm talking about. There's a few others that are related to Muse (The band!) in one way or another.

Also, is this going to be entering in the contest?
 

CzarStark

L1: Registered
Aug 17, 2009
5
0
Uhhh, just wanted to be like Dr. Spud and say:

"This ups the number of Muse related map names to five, I believe."

http://www.musewiki.org/Uprising_(song) if you have no idea what I'm talking about. There's a few others that are related to Muse (The band!) in one way or another.

Also, is this going to be entering in the contest?

Haha. I knew the reference would come, but I didn't think it would be the first reply. I saw the thread for a map called Muse (Not referring to the band) and there was a post with a list of open names. I love the new song, and it was on the list, so I snagged it. ;)

Also, I assume you're referring to the swamp contest, in which case no. I hate deadlines, lol.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Uh, there's still 29 days for the A/D CTF/PLR contest.

I'm working on a map in "secret," that's technically for the contest if I can finish it. It's just such a good idea that I'm going to continue working on it until waaay past the end of the contest though, because I love it so.

The A/D CTF contest/PLR is going to be difficult to place in though, since so many maps have been worked on the whole time and are currently being detailed.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
This idea sounds very interesting and promising, how exactly do the control points help either team to capture the intelligence?

The map looks good so far and should play nicely, keep up the good work! :D
 

CzarStark

L1: Registered
Aug 17, 2009
5
0
This idea sounds very interesting and promising, how exactly do the control points help either team to capture the intelligence?

The map looks good so far and should play nicely, keep up the good work! :D

There are 3 different points. Each one modifies both teams' respawn times (which is really the biggest benefit).
1) One point opens up a ramp from the main area to the top of the enemy intel room
2) The middle point unlocks an underground door, leading to the bottom of the enemy intel room
3) The bottom point unlocks a teleporter from the outside of your base to inside the enemy base. This will be the hardest one to balance I think.

edit: I meant to mention that a team that has all 3 cp's actually has 5 different doors through which they can enter the enemy intel room. This makes it very hard for just 1 (or just 2) sentries to lock down the whole intel room, and will hopefully discourage turtling.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
why does everyone use the FaN :|
 

CzarStark

L1: Registered
Aug 17, 2009
5
0
Map will be getting a complete redesign (if not more brutal than that) after today's test. I got all your comments in-game. :blushing:

I appreciate the opportunity to let me test it on your server
 

Wegason

L3: Member
Aug 16, 2009
147
64
There are 3 different points. Each one modifies both teams' respawn times (which is really the biggest benefit).
1) One point opens up a ramp from the main area to the top of the enemy intel room
2) The middle point unlocks an underground door, leading to the bottom of the enemy intel room
3) The bottom point unlocks a teleporter from the outside of your base to inside the enemy base. This will be the hardest one to balance I think.

edit: I meant to mention that a team that has all 3 cp's actually has 5 different doors through which they can enter the enemy intel room. This makes it very hard for just 1 (or just 2) sentries to lock down the whole intel room, and will hopefully discourage turtling.

This is a good idea, and helps avoid a CTF stalemate but needs more explanation in the map, perhaps in the spawn rooms.

The map as you know from the test is way too large, I suggest something half the size it is now, maybe even a third as it is far too open, then you need to close some sniper lanes as it is a sniper fest at the moment and only scouts, spies, and snipers are worth playing on it at the moment.

Its got good ideas but needs work
 

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
From the test, I saw absolutely no reason at all to capture the points. The intel is just as easy to grab and run out of the base with or without the points in your control. Make the benefits for capturing points a bit more extreme. For example, make it so with no control points, you can't reach the intel, then each control point after that makes it moderately easier.

One thing you mentioned while playing, is that you wanted to hopefully stop engineers from being able to camp the intel room, but I'm not sure if your solution to the problem is the best. You made the intel room MASSIVE, but left a major flaw in. There's an easily campable tunnel right next to the intel that an engineer can set up in and become near invincible.

I like the ideas, it's just that the map is far too massive, and playing anything other than scout and sniper is a waste. The whole outside reminded me of a huge 2fort.