Assembly

cadeonehalf

L1: Registered
Oct 19, 2009
32
6
Hey, played this map today during testing, and I agree with everyone's point that the intel space is waaay too engie friendly. I thought the best way to fix that would be to give the lower route to the intel cover from a sentry placed between the spawns, via a catwalk or something similar:
ctf_assembly_a20015.jpg


You could also simply nobuild the cap zone, and soldiers and demos would still be able to easily take out sentries located here:
ctf_assembly_a20017.jpg


I think adding the balcony where you had it would encourage spawn camping, but that's just me.
Also, when this map was first played on the server today, the sewer path was REALLY overpowered. It opens up into the part of the enemy base that takes the most time to get to and leads straight to the intel. The game ended really quick a couple times because scouts could get back there so quickly (well before everyone got wise and started sentry turtling :facepalm:)

Still, amazing map for six hours' work. I've put about 8 into my contest submission and it's not even done with the first alpha yet. (I map slowly)
 
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Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Your assembling line is of course, manufacturing Novint Falcons, the USB haptic device designed to replace the mouse in video games and other applications that's sweeping the nation by storm, right? :p Looks great TPG, can't wait to watch this one evolve.
 
Apr 19, 2009
4,460
1,722
new1.JPG
new2.JPG
new3.JPG


Some progress on the ledge taking into account possible spawn camping.

EDIT: I already fixed the low lights and the lip in the spawn is now a small hallway
 
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Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
After a quick runthrough myself:

I like the starting area outside the spawn room - shows an easy access to intel for defence.
You need to clip the stairs.
The mid area seems to try to use height difference, this is good.
I could open the enemy spawn doors: http://dl.dropbox.com/u/841648/ctf_assembly_a20000.jpg
It seems and feels very, /very/ similar to Well.
 

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
I ran around this map, and yeah, as others have said, this feels so much like Well.

It seems that once you discover the sewer areas, it defeats the whole purpose of using anything else. A scout can easily run in and grab the intel and run it back uncontested as long as there's no sentry.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
This map looks very much like "Well"!
If you'll change it more than it would be a bit better!
So get to work! And good luck!
 

shdw.puppet

L2: Junior Member
Oct 26, 2008
55
16
it looks good so far, I am glad you are taking care of engy positions because, if there is a rape engy placement, even comp players will run it. The reason we dont see a lot of engy in turbine is because engy sucks on that map, make it worth running, and it will be abused.

Comp players are more than willing to turtle a map if they are up even one capture, it will make winning impossible and that is never a good thing. We dont want a 25 minute stalemate just because one team got one capture. Keeping the battle moving and providing an advantage to constantly moving provides a better comp. experience.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
map played out quite good and fast.

still i didnt like:
-vertical openess of flag room
-looooong sightline in lower hallway
-same long sightlin in the mid,under trains

otherwise its very solid
 

Boonsaw

L1: Registered
Jul 22, 2008
46
18
I think the underground area at mid is really interesting.

You can stand on the windows outside blue base and spam into the base. Also, the metal thingies above the windows are not solid.

I'm sure you have noticed this, but I'll show it anyway:
 
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Apr 19, 2009
4,460
1,722
Alright I did a quick sketch-up of what the new basement might look like:
image.jpg


Don't know what the box in the center is going to be but I will fix that later.

BTW The top it the mid and the bottom is the intel cap.