Dare

Walker

L2: Junior Member
Oct 22, 2009
85
86
CTF_DARE_A7

My entry for the competitive ctf contest. RED and BLU have been looking into Gray Gravel Co.'s Dynamic Agricultural Reconstruction Enterprise (D.A.R.E.) project. They've both done a pretty good job, however they only got half of the intelligence. Cooperation not being their strong suit, they do the only sensible thing: kill the other team and rob them blind.

The name comes from the Gorillaz song, DARE, however I'm struggling to think of a clever acronym for GGC's project. Gametype is standard CTF, and theme is to be alpine once I start detailing.
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Oh no! Not the Drug Awareness and Resistance Education program! We're dooomed!
 

Boonsaw

L1: Registered
Jul 22, 2008
46
18
Screen 1: Gap under spawndoor.
Screen 2: Confusing signage IMO, I suggest that you instead put an "Intelligence" sign over this doorway, and one over the doorway in screen 3.
Screen 3: Put the sign over the door instead, IMO.
Screen 4: Mid looks incredibly nice IMO, lots of opportunities for great vertical gameplay.
Screen 5: I think the bases are a bit too large and filled with pointless square rooms.
 

Boonsaw

L1: Registered
Jul 22, 2008
46
18
Screen 6: Some will say that the intel shouldn't be behind the spawns, however, the intel room is very open, so it might work here.
Screen 7: Mid is just BEAUTIFUL. I'm in love. Great architecture. I'm not sure about the focus on the building in the middle, considering it might not be important. (In a cp map it would naturally be the focus). Testing will tell: I'd like to test this ASAP.

Sorry for the double post, it wouldn't let me attach more than 5 screens.
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
Drat, I thought I fixed that spawn door. Thanks for pointing that out.
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
Bump for A2!
1/17/10- A2-
*Made signs less confusing
*Removed medium health kits on the sides of the bridge, put one in the building in the middle
*Fixed gap under BLU spawn door
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
Bump for the impromtu test today. Mid seemed to play well; the bases... not so much. I'm going to completely rework them, probably giving an open, outdoor path around. I'm also going to move the intel so that it's not so far behind spawn. I'm completely open to suggestions for what changes should be made.
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
Bump for a3a!
1/21/10- a3a-
*Completely redid bases & intel area.
*Made towers at mid cylinders.
*Raised bridge at mid slightly.
*Changed the direction of the left ramp up to the bridge.

Download link updated, screenshots to come later.
 

Boonsaw

L1: Registered
Jul 22, 2008
46
18
Will do run-through.

Bases look much much better now. I like that they are outside.
 
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Walker

L2: Junior Member
Oct 22, 2009
85
86
Incredibly huge gameday bump.

I unfortunately couldn't be there for the test because I am an idiot and forgot. What was everyone's general opinion of the map? Any incredibly obvious, how-could-you-have-missed-that problems?
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
Intel area seems easy to lock down with a sentry or two. That's obviously a popular ctf choice, but just figured I'd point it out. The main issue I could find with the map was the HUGE sight-lines let snipers dominate the map, especially coming out of spawn.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Right, I mentioned the sightlines already. Something in the middle, under the bridge could block one or two of them, but the sightline next to spawn would still be kinda OP considering you can fire at the middle building. Maybe turn the corridor out of there 45 degrees to the left, make it turn a couple of times, or something.

The intel being next to the spawn is also something I disliked. It made it really easy to defend.

I didn't mind the cylinders in the middle, I think they're a good idea, but I noticed there's some health on them. This could make Soldiers and Demomen up there really powerful. Health and ammo should be on the lower ground imo.
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
I've gone and fixed the huge sightline under the bridge already. As for the tower/pipe problem, just removing the health up there doesn't seem like it would really be enough. Perhaps I should make it so that they couldn't get on top of/shoot over the tower itself?

Still thinking over how to make the intel harder to defend.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Gameday feedback, not many bad points I could find, actually.

ctf_dare_a3a0001.jpg

There is still a HUGE sightline for snipers here, it literally crossed the entire middle.

ctf_dare_a3a0002.jpg

The other team's doorway was giving me a Nodraw texture instead of the Respawn Visualiser.

ctf_dare_a3a0003.jpg

Opinion: Maybe this doorway needs to be bigger?

Other than those, it was a great map and I enjoyed playing it :3
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
Bump for Alpha 4!

Download!
2/25/10-a4-
*Blocked a few giant sightlines.
*Changed the shed near the intel room into a pile of planks.
*Moved the small healthkit directly underneath the bridge and added another to match on the other side.
*Added a dump truck at mid to provide a little more cover.
*Raised towers at mid so that they cannot be shot over from on top of the pipes and clipped them off.
*Removed small healthkit on top of the pipe.
*Fixed respawnroomvisualizer appearance.

I'll update the screenshots shortly. For real this time.
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
Ugh, I thought I'd fixed that stupid spawn building. :( Fixing.

As for that sightline, I doubt it will be that major an issue, what with how narrow it is. But if testing proves otherwise, I'll block it.
 

H-land

L2: Junior Member
Jul 15, 2009
53
39
Aside from the sentry spot on top of the spawn building roof, I noticed no real issues. Rocketmen on top of the middle building were bothersome, but not a problem so much as a pain.