Deadline

Ida

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Jan 6, 2008
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DEADLINE by MUFFIN MAN
Capture the Flag

The name Deadline is, indeed, a reference to the fact that this is a contest map for the "comp CTF" contest and I need to be quicker than normal, but first and foremost it refers to the early winter/chilly setting (stuff is frozen and dead, get it? >_>).

This is standard CTF in every sense, but, being an entry in the contest, I'm designing it to be play "fast", mainly by reducing intel room camping. There is very little ammo next to the small intel room, which has two entrances on opposing sides. There is also much room for setting up offensive bases and otherwise preparing for the offensive players.

I want feedback on:
  • Health and ammo placement.
  • How powerful are sentries? I'm trying to reduce intel camping to 0.
  • Respawn times.
  • Return time for the intel. Currently standard (60).
  • Is the map too big/too small, in terms of travel times?
  • How do you feel about intercepting carriers? Can they flee too easily?
  • What do you think about the "staging areas"?

Thanks to (alphabetical order):
  • A Boojum Snark
  • Acegikmo
  • The Swamp Pack team
  • The TF2Maps.net chat room and community
 
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The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94


looks like a car!
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
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Deadline would be a great name for a L4D map if no one has used it. I'm sure someone has though.

Do you think we can get a layout pic soonish? The description says you want to limit intel camping, but I'm afraid the intel room looks much too small for that. Only testing will tell though.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Deadline is the name of the SDK tutorial campaign thing Valve provided. :V

And yes, so you can walk under the bridges because EVERYTHING IS TOO BIG
 

Ida

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Jan 6, 2008
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So now I know what to do for a2 - scale down the middle. By a lot. I'll also have to think of a way to make the intel room even less campable...
 

Boonsaw

L1: Registered
Jul 22, 2008
46
18
I actually enjoyed the map a lot as demo/scout.

The map overall is too large, make sure you don't ruin something while scaling though. Has to be some place for battle (and not the bases).

Also, while these doorways both lead to the intelligence sooner or later, this is really confusing:
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
When you say "less campable" do you mean that the team who owns the inteligence wouldn't be able to keep the place safe from the opposing team? Or that the opposing team would not "camp" in the enemy's intel room?
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
this was very fun to play, health and ammo was placed well, but you should try and make the middle more appealing to hold than the intel room, that way the action would be taken away from it and stop camping

I told you about some graphical problems in game, the fence and the steps
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
ctf_deadline_a10000.jpg


The same goes for the ledges at mid that I can't get to. :(
 

Ida

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Jan 6, 2008
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ctf_deadline_a20001.jpg

ctf_deadline_a20002.jpg

ctf_deadline_a20000.jpg


DEADLINE A2 RELEASED!
Layout
  • Scaled down the middle a lot by making it overall shorter and making the bridge thinner, also redid the ground in the process.
  • Made the right-side exit of the base less sniper friendly, and removed the (now redundant) trucks on the bridge.
  • Upgraded the health in the garages by the middle to medium.
  • Removed glass from another window in the battlements by the spawns.
  • Moved the large door to the intel room closer to the intelligence.
  • Made the wall opposite of the intel thicker to reduce how useful the sentry spot is.
  • Made the interior of the shack next to the intel room smaller and placed the supplies closer to the door.
Bugs
  • Added missing clipping to a staircase.
  • Fixed door models overlapping the walls.
Details
  • Replaced the ground texture with the regular snow for now.
  • Added taller fences to make it obvious that you can't jump up to some of the balconies.

(Right now the file is still uploading because Dropbox is stupid, but it should be up tomorrow...)
 

Ida

deer
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Jan 6, 2008
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Right, sorry for the terrible way I released this, but I had already written that post when I realized it wasn't going to upload yesterday (basically, 7zip is unstable and sometimes makes bz2 files that won't upload). And I didn't realize I could save it as a text file. I'm smart like that.

Either way, Deadline a2 is officially out now. :)
 
Sep 12, 2008
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To start with: spawntimes!!!
2nd: many of your doorframes are very narrow. try not to use that small spytech doorframe everywhere, it makes it only harder to get everywhere smoothly. (thinking about fast comp games now too).

Some thoughts :D
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
Ok, spawntimes are an issue, but apart from that the only main problem is the sentry spot just out of the right side of the intel room near the dead end with health and ammo. I liked the mid and enjoyed playing heavy on a map :D
 

Ida

deer
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Jan 6, 2008
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Well, I think the test went better this time, so I'm going to keep the layout size more or less like this and focus on smaller issues.

First of all, spawn times will be reduced for a3. I'll also look into the other stuff you said.

Something I want input on is whether the return time is good. In my opinion, 60 seconds should work well because any less makes it easier for the defense, and I don't see how that is good. On the other hand, long return time makes Scouts better because they can get the intel quite far on their own and wait for someone to carry it the rest of the way. I'm tempted to reduce it, since comp teams usually have 1-2 Scouts...
 
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