Arsenal

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
My first (good) map, so please give critique! ;)

CTF Arsenal

CTF Map for the mapping contest.

Gameplay

Normal style CTF map based loosely on Turbine and Well.

Thanks to:
ABS: Gameplay Library, Prefabs.
Ravaridge: Lighting Library.
Rexy: Forklift Model
Various Others: Who's custom content I may not be aware I am using. >.>

And everyone else for the critique!

*Note: details are not added yet.
*Ignore the custom CP skin. :p
 
Last edited:

Snacks

TODO: Clever title
Oct 15, 2009
121
123
a1:

purple dev texture isn't packed

yay, stairs are player clipped. There's one stairs in the middle that isn't, looks like its off to the side in the wall
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
Thanks Snacks, I knew I forgot to do something... But you can tell what the mid is SUPPOSED to look like from the SS though right? :p

I'll update it as soon as I get on my computer.

Edit: Textures are properly packed now.
 
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MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
Personally...one of my favorite maps from gameday this time.

The simplicity is rather refreshing, other then that I really don't have that much to say. Two things you might want to look into though. First there is really only 1 entrance/ exit to the flag room, the vent is pretty much unusable for any class thats not a spy (was a spy the entire game <_<). The second thing kinda relates to the other point, but one of the team's spawn exits has them moving directly past the flag and out the same single exit. That...is likely to be problematic.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Oh thank goodness. No more purple particles. Those were very... odd, I dunno, it played tricks on you.

I like what I see, though.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
I'm liking the simple, small design. 1 thing I would reccomend you do is increase the sise of the windows at the mid point, so Soldiers and demos can jump into them, also making it easier to counter snipers.
 

Doppler12

L1: Registered
Sep 10, 2009
44
18
The metal stairs were slightly off-theme, and the vent leading into the intell rooms could use a lower exit, or something to make it a little easier to take back.

I enjoyed the new side entrance to each base.
The main combat areas were in the front sections of the base most notably the metal stair entrances by the vents.

Felt it was incredibly easy to get out of the base with the intell once you grabbed it(probably intentional), though getting in was tough if your team didn't have their vents locked down.
 

Flame

aa
Jul 19, 2009
368
865
i like the middle of this map though i think you could make it slightly bigger so it doesnt feel like a maze of crates or maybe remove 2 of the crates /shrug.

also the base layout isnt too great since its very chokey but I do like the layout for mid you have entrance-wise so you could probably build off that to make a more interesting base layout. =]
 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
The entire base just felt like a huge series of small choke points, the intel was nearly impossible to defend, and there really needs to be a actual battlement. People could just walk strait into the base, and the middle was just too crowded with stuff.

This map is near perfection and the flaws arnt that major, but the combined effects of the flaws brought it down. I did like the lighting and design of the map. I know its sounds a lot like I thought it was horrible but the map does have potential. For some bizarre reason, it felt a lot like a arena map.
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
... the intel was nearly impossible to defend... ...it felt a lot like a arena map.

Those two seem to have been a a factor due to the small amount of people in game (the majority of which were demomen... ;) ), but I appreciate the feedback, and I am currently trying to come up with a layout that will please all classes.
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
BUMP!

Updated to alpha 5!

Minor gameplay changes plus some fun detailing that kept me up all night! :D

Changelog
Gameplay
- Added "vent grates" to make it slightly easier to enter vents for all classes.
- Closed off one of the hallways.
- Slightly widened a few rooms.
Detailing
- Added 3d Skybox.
- Added "payload room".
- Small detailing in spawn rooms.
Other
- Removed double props.

Thanks everyone for the helpful feedback, I can definitely see my map taking shape! :)


EDIT: Updated to a5a and added new payload models.
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
About that last test: the exits from the spawn entered right into a narrow corridor, effectively bottlenecking the teams.