PineWood Valley

Tekku

aa
Aug 31, 2008
723
873
PineWood Valley​

Gametype: Standart CTF
Players: 6-24
Author: Tech

Special Thanks to:

•A Boojum Snark (For his Ultimate Mapping Resource pack)
•Acegikmo (Environment Gallery)
•Shmitz (Intel Pedestal)

Intro:

After numerous of tries to steal the enemy intelligences, both teams moved even more further, now in Old pine wood valley, this place was abandoned after the earthquake in 1890's, the only thing that's left is an abandoned train station. No, no trains go there as its abandoned..​
 
Last edited:

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
i think this map looks promising.. i should look foward to play it.. anyways.. the intel base could be changed by shmitz intel capture point.. if you do that.. then it will look much better.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Did a quick runthrough by myself, here's what I found:

I got confused, the lack of signage meant I couldn't easily locate the intel. In most other maps, signage isn't needed much, but your intel location seems kinda out the road.
Because I couldn't locate the intel, it would probably mean at first a confused defence, which is equal to a bad defense.
The multiple routes to and from mid could be good, makes for an easier attack and escape, on the contrary this would mean a spread out defense.
 

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
I ran through this too. I actually felt like the bases were simple and easy to navigate, but the problem I saw was that a lone scout could easily jump across the rock, onto the roof of the middle building and onto the rock on the other side and capture the intel very quickly. Almost too quickly.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
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Dont like the frames, you always have to jump...

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Health/ammo is too high.

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Pakrat fail, just to let you know.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I enjoyed this map alot. Good work.
 

Tekku

aa
Aug 31, 2008
723
873
Alpha 4 Released

17.01.2010 - Alpha 4

• Fixed Pakrat Fail
• Added Playerclip for windows, so you don't have to jump over the wall.
• Changed Ammo/Health pack locations
 

H-land

L2: Junior Member
Jul 15, 2009
53
39
I found that health and metal were in woefully short supply on this map when I played it. Pyroes frequently lit me akindle without so much as a small health kit in sight, and when I played engineer, I had to use my dispenser or wait for some helpful spy or unfortunate comrade to... ahem, donate their weapon to my cause in order to upgrade or build much of anything. The health and metal kits that you do have seem to tend toward the small side, even where they shouldn't.
More signage would also be in order, especially showing the intel's location from spawn (which, by the by, needs more health cabinets).
The middle also seems rather... restrictable, in how few alternative paths one may take.
The general design didn't seem too bad, though, for whatever reason, so... Bon chance, I suppose.