- Jul 23, 2008
- 391
- 104
Svamp
ctf_svamp is a capture the flag aimed at the competitive community set in a ruined factory in the swamps. The goal is to provide fast gameplay fit for 6v6 play, while avoiding the general problems comp ctf has: stalemates. This by placing the intel in an elevated spot in a big outside area not to allow one sentry to seal off the entire area.
The basic idea of the map is brought from the only playable comp ctf map at this time: ctf_turbine. The flow is similar: mid>choke>intel. The problems with ctf_turbine are: 1. It being veery boring aestethically and 2. Most of the time spent on turbine is camping mid or the intel with a sentry, and uber pushing will occur to take out a strong defence rather than forcing the other team to retreat. The gameplay of Svamp (hopefully) forces players to be more aggressive. Intel is placed outside in a little tower not to allow a single engineer to lock down the entire intel room with one sentry. Multiple attack routes forces defenders to divide their forces, and the goal is to reward pushing rather than sitting in the intel room.
The reason why it's fully textured is that the map is made for a school project and has to be all but done in four weeks. Thus I need feedback to avoid any bigger mistakes.
Special thanks:
TF2Maps.net for the swamp pack!
A Boojum Snark for the excellent resource pack. Sometimes I feel like I use it more than hammer itself ^^
Ravidge for his lighting library
eXhale competitive community for feedback
I hereby join Ravidge's movement of mutual feedback: post feedback here and I will give you feedback of the same quality on your map! You get what you give...
ctf_svamp is a capture the flag aimed at the competitive community set in a ruined factory in the swamps. The goal is to provide fast gameplay fit for 6v6 play, while avoiding the general problems comp ctf has: stalemates. This by placing the intel in an elevated spot in a big outside area not to allow one sentry to seal off the entire area.
The basic idea of the map is brought from the only playable comp ctf map at this time: ctf_turbine. The flow is similar: mid>choke>intel. The problems with ctf_turbine are: 1. It being veery boring aestethically and 2. Most of the time spent on turbine is camping mid or the intel with a sentry, and uber pushing will occur to take out a strong defence rather than forcing the other team to retreat. The gameplay of Svamp (hopefully) forces players to be more aggressive. Intel is placed outside in a little tower not to allow a single engineer to lock down the entire intel room with one sentry. Multiple attack routes forces defenders to divide their forces, and the goal is to reward pushing rather than sitting in the intel room.
The reason why it's fully textured is that the map is made for a school project and has to be all but done in four weeks. Thus I need feedback to avoid any bigger mistakes.
Special thanks:
TF2Maps.net for the swamp pack!
A Boojum Snark for the excellent resource pack. Sometimes I feel like I use it more than hammer itself ^^
Ravidge for his lighting library
eXhale competitive community for feedback
I hereby join Ravidge's movement of mutual feedback: post feedback here and I will give you feedback of the same quality on your map! You get what you give...
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