wastedmeerkat

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
This is my contest entry and my first released TF2 map. Any name suggestions are welcome, and please tell me what you think of it.

After spending a few days rigging up touch return CTF and getting grounded for 2 weeks in the process, Valve made an update that made it so much easier. You better enjoy it. 20 second return time, and the flag returns on touch.
 
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Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
looks like a solid start - love the overhead view of the map btw - geometrically pleasing 8) Middle area seems ok - need somewhere for battles over the intel :)
 

Ghettobarney

L1: Registered
Jan 12, 2010
12
3
Hey meerkat, didn't know you mapped. Personally I think there should be large areas with more cover, as it is it seems like there would be too many choke points which would lead to a lot of stalemates.
 
Aug 10, 2009
1,240
399
The layout looks solid, my only concern is the spawns. There looks to be only one route into the flag room right now. This means it will be extremely campable, and comp players are very proficient at this.

Secondly, since the spawn room looks directly attached to the flag/capture room, whichever it is, the home team will be able to provide a LOT of fast defense in that area, which slows gameplay.
 
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Aug 10, 2009
1,240
399
Alright got some screens from the playtest.

Don't playerclip this. Take either the playerclips or the buildings out.

ctf_wastedmeerkat_a2fix0000.jpg



You said/were talking about some non-90 degree angles, so I halved it and considered myself creative. Key: Yellow is the upper level, and you can move the 1-way door to the wall right next to the ramp on the left.

ctf_wastedmeerkat_a2fix000win.jpg




A quick adjustment I thought you could do to the courtyard.

ctf_wastedmeerkat_a2fix0001.jpg



HUUUUGE Game-breaking sight line right here. :p

ctf_wastedmeerkat_a2fix0003.jpg



A quick adjustment I thought the flag room could stand, first pic is from the inside, the second one is from the outside.

ctf_wastedmeerkat_a2fix0004.jpg

ctf_wastedmeerkat_a2fix0005.jpg


EDIT: Also, some health and ammo in available places aside from mid really couldn't hurt, especially in the courtyard.
 
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Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
-The one-way doors are pretty buggy and annoying.
-I think this map is too big for 6v6, you should make some layout changes.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Some of your door props aren't parented to the door, particularly the long exit from spawn, dunno about others. What the hell is up with the flag mechanic? We finally figured out it is touch-return, but the flag would randomly drop for seemingly no reason as people carried it.
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
Booj, I've seen that before, but I've also seen the doors work. It's really strange. I'll put in a safeguard against the flag dropping since Valve's OnTouchSameTeam output seems to be the problem. I'll also try putting a trigger parented to the flag that displays a "Touch the flag to return it to the base" message. I'll also have to just copy the doors straight from Pipeline if they're going to be that much of a pain.
 
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