Alaska

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
ALASKA (CTF)
(ctf_alaska_b5)

Gametype: Standard CTF
Players: 2-24 (32 max)
Author: Tom "zpqrei" Pritchard
Contributors:
  • Frazer "Midget31394" Grant
  • David "Selentic" Simon
Thanks:
  • Anton "DaBeatzProject" Lecock
  • Billy "MrBlob" Hicks
  • Dario Casali
  • Aidan "Owlruler" Currah
  • Aaron "Psy" Garcha
E-mail: Here
Version: Beta 5
Download: Link
Pictures: #1 #2 #3 #4
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The location of the intelligence seems illogical, other than to have two flags on opposite sides of the map, and it's very easy to turtle.
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
Mid size seems alright, though it would be nice if there were was some way to get from the water up into the buildings that didn't involve going back into the bases.

The bases themselves are wayyy too big. If this were a cp map, they could easily hold two or so separate cap zones. Condense each teams area, and move the metal and health right by the flag, no need to make it easy for people to sentry camp there.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I recommend removing the ammo at the intelligence entirely.
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
i was thinking of this

ctf_alaska.jpg
 

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94

Drexer

L2: Junior Member
Jun 23, 2009
66
42
Mid size seems alright, though it would be nice if there were was some way to get from the water up into the buildings that didn't involve going back into the bases.

This. Perhaps a bunch of crates/barrels near a wall that any class could use to jump back up in 2 seconds?

I have to say, besides the huge size, I greatly dislike those sewer-like tunnels leading to the mid. They end up giving a very similar vibe to the 2fort sewers, and they are basically an incarnation of the whole superfluous distance of the map.

And I fully support an opening in the shack near the intel, so that any demoman can lay waste to everything beyond it.

Then, there's the smalls things that you've heard a thousand times already:

-Too big
-Need a deeper part on the water(I recommend to a side of the central bridge, one for each team).
-Too big :p
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
ALASKA (CTF)
(ctf_alaska_a2)

Gametype: Standard CTF
Players: 2-16 (32 max)
Author: Tom "zpqrei" Pritchard
Contributors: Tim "YM" Johnson
Thanks: Anton "DaBeatzProject" Lecock, Frazer "Midget31394" Grant
E-mail: Here
Version: Alpha 2.
Download: Link

Changelog:

10th January 2010: Alpha 2.
  • Added heath under the middle bridge.
  • Removed little barriers and non-team colour-sided barriers on mid.
  • Made battlement sniper nest room bigger to make map simpler.
  • Made various health/ammo changes
  • Made water cheap to improve FPS.
  • Added ramp from water to mid houses.
  • Added route via crates from outside to intel with new window.
 
Last edited:

Boonsaw

L1: Registered
Jul 22, 2008
46
18
As has been said a countless amount of times, it's too long, and IMO, a bit narrow.

Also, sorry for nitpicking, but this annoyed me to no end:
 

Drexer

L2: Junior Member
Jun 23, 2009
66
42
Oh, and one of the spawn exits, has a small alcove to its left. Could you remove that, at least that way it's sure that no sneaky spy shall go there and spawn-knife people who just waited n seconds to respawn
 

Jindo

L3: Member
Aug 6, 2009
121
123
The map seems to work well, but there were a few navigation issues among players and nobody was coming in to contact with enemies until we reached 8v8.

Not too much to say about the map just yet, but it looks promising!
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
If you can get a3 out by the end of today, I expect this map to be finished by the end of the month.