Vortex

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Will "Nova" Salmen

ctf_Vortex

Thanks
-Whole Swamp Team
-ABS
-Everyone else who gave feedback
-and Also SnackS!!!!! the dude who helped me get
my carts to work better than i had it lol
 
Last edited:

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Its just 1 cap zone for each team and one Flag in the middle
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Great big death hole.

With 1 or two SGs in that middle it just cramps up into that little cross road with no way of breaking free. its hard to get there (due to the unescapable water) and the epicly long sniperlines. The superflat walls also do little to give you any cover.

You've got to open that middle bit up into more of an arena than a corridor

Endless overtime on map end :/
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Thanks for the FeedBack
Bump from Testing any other feedback
 

Fraz

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

ALOT of VPhysics errors in the console.
4 Spawn points are not clear.
The area in which the intel starts is waaaay open, attackers will have height advantage and access to shoot at the spawns from there.
The middle area looks like it could turn out to be a large chokepoint.
 

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
The bases are far too open and the middle area is way too small. There doesn't seem to be any type of staging area, and it feels like a corridor. There's no places to rocket jump or double jump onto. With some work, this could be made into a pretty interesting map.

Oh, and please, seal your map properly. You took the time to playerclip all of the areas you're not supposed to get to, just take the effort to convert those playerclip brushes into skybox brushes. The whole map gets rendered at one time, and it looks like you should be able to easily get on top of those upper areas.
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
A3 Released
bump test it!!!
trying to get a 6v6 up for this
 

Dr. KillPatient

L3: Member
May 10, 2009
115
8
Great concept overall, though some alternate routes to the cap, higher skyboxes, rocket/sticky jumping areas, and an upper level would definitely improve it. Perhaps consider randomization for the carts' direction every time they pass a certain point in the track.

If you can't fix the carts not resetting by using normal input, measure how long it takes for the cart to move from one end to the other, assuming a constant speed. Then place a logic_timer and set it to fire an output to reverse the cart's direction every X seconds, X being the time it takes for the cart to move from the start to the end.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Someone during testing was suggesting "more vertical," adding another story to the map somewhere. I'd suggest doing something with all the extra space under the middle; it's almost level with the bases already.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
Something im inclined to think is that this map could really use a "separate" secondary route
In the first version there was one meatgrinder route, the newer attempt is still that same meatgrinder route with a block plopped in the middle, sure it stops snipers but thats about the only improvement, now enemies can come out of virtually anywhere, and being paranoid isn't exactly that fun. The people that say you need a second story are have an excellent idea, and you should try to do something with that. Even something as simple as stairs leading up to some ledges/ boardwalks. It would do wonders to take pressure off the middle.

Also, its not really helping that much to have a broken intel cart setup that always has the intel at its closest location. You should probably stop the testing until that gets fixed, or set the intel at what you think the "average" location will be and leave it there as a temporary measure.
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Okay Thanks guys, I've been working on a4 for like a solid 8 hours or more and i reworked middle and my carts....finally my carts work(finally fuckers) I'm going to need to test this with a 6v6 sooooo..... Thanks Guys
 

Shadow Monkey

Super Monkey
Jun 7, 2008
244
23
As you know, there was a bug with one cart got stucked ;)



The middle is too...I don't know, but it play like deathmatch only aiming wins and sentryfarms -.-' So what about an alternative route, out of the water to the middle? :D
Like this:
alternativeroute.jpg



You can open the enemy's spawndoors! On the blu side, red doesn't have a func_respawnvisualizer and Red can go into blu spawn and on the red side bklu can just open the dors. Fix it!


And, fuck you need signs! They need 5 minutes to set up but they are doing so much...
Capturezone.jpg


sign1.jpg


sign2.jpg


sign3.jpg



Just some ideas ;)

And one last thing: vertical space! I didn't had a great soli jump position to use my abilieties ;)

And yes, my english is bad, but I hope you can read anyway :)