Checkpoint

T

The Asylum

NEW AND EXCITING!!

ctf_checkpoint_b10007.jpg


CTF_Checkpoint!

Are you tired of ctf maps that suck? Tired of Valve's inexplicable stiffy for bottlenecks? Don't want to have to go kill all of the other team, run past their spawn, grab the intel, and run back past their spawn just in time for them to have respawned and reward your courageous efforts with a swift merciless death? Well, fret NO LONGER!!

ctf_valley_a10000.jpg


That's right, not only has it got trains, but STACKS OF BARRELS OF STUFF!!! BUT WAIT, IT GETS EVEN BETTER!!

ctf_valley_a10001.jpg


It's even got a super-awesome high-tech capture zone vault that REALLY MOVES HOLY SHIT

ctf_valley_a10002.jpg


And count em, not one, not two, but THREE doorways for you to choose from!

CTF VALLEY FUCK YEAH
 
Last edited by a moderator:

Xy²

L1: Registered
Nov 15, 2009
39
2
The second and third picture looks great. I like your intelligence room :)
But the first picture looks boring, you can do that better ;)
 
T

The Asylum

Dude its a1 :p

Can we get an overhead? I hope this isn't all there is to the map :D

Here's a quickie sketch of the overhead:
ctfvalleyoutline.png


And yes, that's pretty much it. It's a CTF map, so it shouldn't be too big. It's really no bigger than Turbine or Sawmill, which is the ideal CTF map size imo.
 

Okrag

Wall Staples
aa
Jun 10, 2009
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Looks a bit too snipable in the center. It looks like you can easily shoot over the trains and barrels to anyone trying to go down the ramps, however that may just be the perspective. I'll give it a quick run when I get home.
 

Locutus

L2: Junior Member
Nov 3, 2009
85
13
But...but...but..BOTTLENECKS ARE AWESOME.

Without them it's too hard to defend. D:
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
We need this guy to read it out:

[ame="http://www.youtube.com/watch?v=4lKgmsPDJgU&feature=related"]YouTube- Family Guy: Lasik eye surgery[/ame]
 

Xy²

L1: Registered
Nov 15, 2009
39
2
Family Guy sucks :p
 

lana

Currently On: ?????
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Sep 28, 2009
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Why are there trains with no tracks and why is the capture zone an eyesore?
 
T

The Asylum

Why are there trains with no tracks and why is the capture zone an eyesore?

pfft, I'll add the tracks later. too much work for just an alpha build

and the capture zone an eyesore? Dude, seriously, you've got to try them. I have a feeling that if all capture zones were like the ones I have, people wouldn't hate CTF so much. They're THAT awesome.

As for Sniper OPness in the neutral zone, I suppose, but I don't think it's much worse than Turbine's or 2Fort's. Actual testing will have to determine for sure.
 

lana

Currently On: ?????
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Sep 28, 2009
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No, those capture zones are an eyesore.
 
T

The Asylum

Here's a crappy vid that shows the capping progress

[ame="http://www.youtube.com/watch?v=kz5y7IyosYs"]YouTube- ctf_valley- Cappin' the Intel[/ame]

For some reason the console records the .avi movie with a super-fast framerate, so the audio lags behind
 
T

The Asylum

UPDATE TIME

CTF Valley A2

Fine-tuned some things that others have pointed out, so here they are:

CHANGES FROM A1

- Added another set of sniper fences along the posts of the bridges for each base. Also more ramps up into the battlement bridge, to reward crafty Spies and Pyros.
- Of all the things to forget in a map, why did it have to be playerclip? No more out of bounds tomfoolery for you, mister.
- Actual skybox YAY
- Put the trains on tracks and stood them upright
- Tweaked the super-awesome capture zone vault
- Fixed some cosmetic issues in RED's base when I was copying them from BLU's (Yes I started making BLU's base first. I'm a freak, I know.)

Now, SCREENS!

ctf_valley_a20001.jpg

Red's base
ctf_valley_a20002.jpg

Blu's base
ctf_valley_a20003.jpg

Overhead
 
T

The Asylum

*coughs*

By the way, what does everyone think of the idea of having the intelligence right beside the enemy spawns?

Believe it or not, I actually did some research as to why people hate CTF in TF2. Most cited 2Fort because of it's multitude of bottlenecks, only one real pathway to get to the enemy basement for classes other than Scout (aside from pipe/rocket jumping), and the fact that the intel is so far past the enemy spawn that, by the time you actually do get to the intel and bring it back up topside, everbody you killed along the way has respawned and camping the exits.

Some other people cited Turbine, saying that, while passing by the enemy spawn wasn't a necessity, the two "loop door things" to the intel room, the pit, and the railings getting in the way, made it just as Engineer-campable as the intel room in 2Fort, which nobody liked either.

Sawmill? Everybody must have given up hope on CTF, because nobody I asked talked about CTF Sawmill. I'm not a big fan of the bottlenecks there either.

Thus, the answer became clear. Make it easier to attack, harder to defend.

"But Asylum," you'd probably be saying, "where would the challenge be?" To you I'd say, "Well, can you cap the intel 3 times faster than the other team can cap yours?" Heck, you want a challenge? Try defending. Add this to the crit buff on capture, et voila! You'd have to be trying to get the map to end on a stalemate.

I have hopefully achieved this with the kind of layout that Valley uses. Maybe only playtesting the map will tell for sure. (hint hint)
 

Xy²

L1: Registered
Nov 15, 2009
39
2
It sounds intresting, but I can't say that now. You should upload this map on the server and then see what people are saying about that. But I think that the gameplay could be too fast.
 
T

The Asylum

It sounds intresting, but I can't say that now. You should upload this map on the server and then see what people are saying about that. But I think that the gameplay could be too fast.

You can do that here now?

Sorry, I've been gone for way too long.
 

lana

Currently On: ?????
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Sep 28, 2009
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Okay, this is getting on my nerves. Make a different map.