cis

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
This is my ctf map for the amazing contest.

It is designed to be fast paced and hard to turtle. Everything is subject to change. Including name, layout, ctf flavor, textures, sky and everything else. At this point its probably a little too big. Download is really small, only 1,4 mb. Check it out!
 
Last edited:
Aug 10, 2009
1,240
399
Well here's my two cents about it, judging from the screenies:

It looks like you only have 3 really open areas, the red flag base, the middle, and the blue flag base. This will present a problem to scouts who have little room to maneuver in and will be obliterated by spam. I would watch out for these tunnel fights because it could lead to spread out battles of spam..

Aside from that, I like the flag rooms a lot, actually. They look like they will allow for a variety of capture types.
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Update bump.

Middle area redone:
ctf_cis_a20002.jpg

ctf_cis_a20004.jpg


Its invade mode.
Please post what would you change or add in the middle area.

Download
 
Last edited:

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
gameday:
Sorry, but I did not have much fun :(
First: fix your skytexture.

It feels large and uninteresting (I don't have a problem with dev textures), if you're going for a dark map make sure you use light to get peoples attention where it's needed.

Middle was hard to navigate, you had 2 options:
1. go though middle ramps and up where the intel spawns.
2. go around the side behind glass walls, a walk that takes a long time and you can't contribute to the fight at all (but you can see it all!).
(3. rocketjump)

The middle is where the fight will be in a invade map, but your middle area is not interesting enough. It's flat, with a chokepoint in the middle.
And windows, In my opinion they did not add anything to the battle (opposite actually).

Spawn exits either go straight to the middle (everyone takes this one) OR to the capture area (not a soul there). The result of this is; if a attacker gets past the middle with the flag = capturing is a fact (not entierly true, but close enough)

I'm sorry for being so harsh, but I just want you to know what I really think.
 

SPHinx

L2: Junior Member
Aug 29, 2009
81
24
I played sniper on this map (as you may see in the demo). I never play sniper because I suck at sniper. But the raised walkways on either side of the center, covered by the glass, were a crap sniper's heaven - I picked up 28 points in a single life and only died twice the whole time. Given decent coverage from my team, the only real threat were spies. The rest of the time, I had nice long sight lines across to the other walkway and down towards both sides of the enemies approach. I think a better sniper would be able to lock down the whole map this way.
 

Flame

aa
Jul 19, 2009
368
865
map actually seemed pretty good. my suggestion is to open up the small box where the intel is so its not a sticky trap waiting to happen, and remove the entrances to mid from spawn since theres no reason to not use it.

make players go through their bases to grab and get to the flag, not have a race to see who can leave spawn first.

map played pretty well though.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Nodraw issue aside, I enjoyed myself for the first half of the map, playing medic (as I almost do everytime I test a map) and we could get some teamwork done, and good invasion of ennemy base. After scramble (or team change ? I don't remember), it wasn't fun anymore. My team was kinda locked in the intel room, and no decent sentry was built anymore. I don't know how you can manage it, as it looks like to be recurrent ctf issue.

As said above, the central area lacks at least another passage. The middle one is cramped ans not instinctive, the lateral one is a hellish way too long. Therefore we couldn't really push our advantage when we got the intel.

And light up the map, the dark ambiance is a bit depressing/tiring.
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Thanks for feedback!

I agree that middle is a big pile of crap. I will probably remake it yet again.

I will move spawns behind and above cap area. Maybe remove cover around cap zone.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Well, make sure once the base is successfully invaded, the losing team can take it back easily. Maybe give spawn height advantage or tweak the respawnwavetime (with caution)
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Im sorry about the skybox. I think ive used custom one by accident :/