mountaintop

Undies

L1: Registered
Dec 24, 2009
45
9
Blu and Red try to sabotage the other's base. Why would you waste your own explosives for this when you can just steal theirs? Steal the flag and bring it deeper into their base to cause some havoc.

Still debating the "cap the intel in the enemy base" concept, I blame my having played on gas_kaboom (gaz_kaboom?) and loving the alternate CTF play style. The debate ensues primarily because the majority of people seem the lack to sense to look at their compass and instead run in circles asking where to cap. :facepalm: ... I'm trying to figure whether or not to change it to a regular CTF style map, feedback posted here will influence that.

The facts:
  • Supports 32+ players (overkill!)
  • I've spent 50+ hours working on this map, thus far
  • YOU SHOULD LOOK AT YOUR COMPASS /rage

~Credits~
Mapping/Concept: Undies
Tractor Model: Acumen
 
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gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Really odd, but nice style to it :).
 

Deloras

L2: Junior Member
Aug 20, 2009
98
89
Blu and Red style of building do not differ enough. Juste look at 2fort: the buildings have the same layout but another architecture and style. Without these differentiation, players will get lost.

But your map looks nice, good job.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
...up to 48 players? Do servers like that actually exist? The official maximum is still 24 afaik
 

Undies

L1: Registered
Dec 24, 2009
45
9
You can bump it up to 34 with mods but 48? Were did that come from?
Thought it as 36? Rather than loading the quite massive spawn buildings with props or leaving them barren, I threw in more spawn locations. Primary because I like variety in where I spawn each time... also because I wasn't counting them when I was making them (and I think it was actually 56, 28 for each team). I couldn't think of any interesting facts about the map ok? :blushing:

Blu and Red style of building do not differ enough. Juste look at 2fort: the buildings have the same layout but another architecture and style. Without these differentiation, players will get lost.
But your map looks nice, good job.
I agree and have witnessed it firsthand, unfortunately. I intend on adding more signs as I go. Alternately, I may re-texture things if it continues to be a problem, but redesigning architecture would aid little if you can't see either base. I honestly feel that that it is caused more by the grey (neutral) areas than it is the bases themselves.

And Thanks!
 

JSTProductions

L1: Registered
Oct 15, 2009
31
10
Just a tip: scale the water and roof textures to a bigger size, like 1.00;)
Otherwise, its a nice gamemode idea though I dont know how it plays:)
Just sign up for gameday, and we'll see how it plays :)
 

Undies

L1: Registered
Dec 24, 2009
45
9
Just sign up for gameday, and we'll see how it plays :)
I would love to, but valve seems to have changed something in their engine with the last update that renders the game unplayable on my PC. I can play for all of 10minutes (if I am lucky) before my entire system crashes.
 

Undies

L1: Registered
Dec 24, 2009
45
9
Updated! Less crappy name and everything... Still a bit left to do: exterior of the mountain, overlays, more detailing, etc ... but it is coming along better than I had expect anyway, hopefully it's a fun one to play when all is said and done :p
 
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Undies

L1: Registered
Dec 24, 2009
45
9
Updated "known issues" ... some of which I should have noticed sooner -_-
Map is up for game day today, enjoy
 

brick

L3: Member
Apr 12, 2008
103
13
You have to really size down the map. Take away the elevators. Make the bases more distinguishable. Just everything is entirely to large. Once you fix the size it would be easier to give feedback on how the map plays.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
I'll give it to you straight: it was awful. It's too large. It has elevators and ladders. Having every roof usable isn't applicable.

I'd honestly recommend just scrapping it. Take it as a learning experience, and try again. You have some interesting ideas, namely having to take an entirely new path out of the intel room, but this map can't do them justice.
 

Undies

L1: Registered
Dec 24, 2009
45
9
You have to really size down the map. Take away the elevators. Make the bases more distinguishable. Just everything is entirely to large. Once you fix the size it would be easier to give feedback on how the map plays.
I'll give it to you straight: it was awful. It's too large. It has elevators and ladders. Having every roof usable isn't applicable.

I'd honestly recommend just scrapping it. Take it as a learning experience, and try again. You have some interesting ideas, namely having to take an entirely new path out of the intel room, but this map can't do them justice.
Thoroughly appreciate the honesty. As this was my first attempt to make a map that appears to belong to TF2, I expected it not to turn out as well as planned.
But ... it was that bad eh? :(