monument

Ch-ch-changes to be made

  • Extra path to the middle flag

    Votes: 0 0.0%
  • Extra path to capture zones

    Votes: 0 0.0%
  • Capture zones to be moved forwards, to a new location further away from spawns

    Votes: 0 0.0%

  • Total voters
    1

Languid

L5: Dapper Member
Oct 9, 2009
240
256
New theme and stuff, now it fits the name. Sightlines hopefully cut down drastically, and new routes should make things more fun to play. Centre area completely reworked because it sucked.

Special thanks to boojum for his pack, ace for his environment gallery and Ravidge for the odd light and model combinations laid out in his pack. Oh, and an extra special thanks to :carve:
 
Last edited:

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Environmental deaths - a big no-no in comp maps!
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
ah, but you see, they are purely for show. Playerclipped apart from the edge of the capture zone. I'll try and throw up an ms paint sketch to show where it goes
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
That will still be a problem as most players will think they can rocket/sticky jump over the sides of the cliff to the capture point then they'll suddenly hit an invisible wall and rage at the fact they wasted their HP for what appears to be a perfectly possible jump.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
True. The current capture point has quite a few problems with it at the moment apart from that, so I guess I posted the thread for suggestions about where to move it to.
 

lockitup

L2: Junior Member
Nov 15, 2009
71
24
I dont like how the back of the blue signs are red and visa versa. Also the signs on the floor confused me, I think red is supposed to be blue and visa versa as well here too.

Also I somehow spawned in red base as blu and got stuck.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
updated to a6f after about a month woooo. Tell me it sucks, folks.

Here's a (sort of) money shot:
ctfmonumenta6e0003.jpg
 

Snacks

TODO: Clever title
Oct 15, 2009
121
123
a6f:

no respawn visualizers
high spawn door exit not filtered
very dark
flag spawn building has nodraw on underside
symmetry and circular shape make it confusing as to where I am
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Money shot is right. I want to be able to get up on that bridge so bad, but I can't. In fact, I can't even see that part of the map from within the playable area, partly on account of there not being any vantage point high enough and partly on account of the map being so dark.

I'm reminded of a line from the Portal commentary. Players kept looking at the balconies overhead and feeling cheated when they discovered they can't actually get to them, so Valve redesigned the level so that players would actually end up on that balcony in the end.

Something to think about.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
Money shot is right. I want to be able to get up on that bridge so bad, but I can't. In fact, I can't even see that part of the map from within the playable area, partly on account of there not being any vantage point high enough and partly on account of the map being so dark.

I'm reminded of a line from the Portal commentary. Players kept looking at the balconies overhead and feeling cheated when they discovered they can't actually get to them, so Valve redesigned the level so that players would actually end up on that balcony in the end.

Something to think about.


I'll keep that idea in mind, but at the moment the bridge acts as a height block to stop flag carriers sticky jumping half the map.

A6g is up! Thanks to snacks for the help.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
More money shots from places you can never reach! (and one place you can)
ctfmonumenta7a0002.jpg

ctfmonumenta7a0000.jpg

ctfmonumenta7a0001.jpg


Next time, AA!

Red and Blue spawn detailing (they aint gonna change), then a7 will be out and hopefully tested. A map always needs testing
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
---------------------------------
a8x (yeah, I skipped a number)
*some hinting and fade distances
*wooo detailing, middle looking nice, flag cap zones looking allright, red spawn (sorry blu!) looking kinda nice

blu doesn't actually have any disadvantage from this, it's just detailing.

_8x for xtreme because I finally got rid of the big imposing concrete block look and started the path towards spytech perfection.

ctfmonumenta7b0000.jpg

money shots all day every day

Testing then I'll implement changes I've been cooking up

EDIT: Oh yeah now it has snow
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
Woo I'm on fire today, another version out

a9a - new route to the intel

gotta go sleep now
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
bump for completely changed everything. hopefully snipers won't be as powerful. The centre has been completely changed, as it wasn't working. New routes mean that there is plenty of ways to reach the cap zone, so if you go past the enemy spawn you're doing something wrong.

New Mid:
ctfmonumenta140002.jpg


New route (2 views):
ctfmonumenta13c0004.jpg

ctfmonumenta13c0003.jpg



Eye candy:
ctfmonumenta140000.jpg
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I think the map looks great, but consider this.

Most of the team may take the short route around the back that leads right to the cap point, and then start camping it. There's little you can do if someone's already begun camping the cap room, because there's a height advantage and everything. Then just get a Scout to run freely from the middle to the cap, which just happens to be an incredibly short route. You'll absolutely dominate the map, which is what happened during gameday.

So I propose that you make the capture room easier to access for its team, and that you make the route from the intel spawn to the cap much shorter.