Svamp (WIP name)

tovilovan

L6: Sharp Member
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...
 
Last edited:

Ost

L2: Junior Member
Jun 26, 2009
61
32
Third screenshot: Align those textures!

Somewhat worried about some of those sightlines. Looking good otherwise.
 

Ost

L2: Junior Member
Jun 26, 2009
61
32
Oh, also; that platform the intel is on is fugly and illogical. Make it a hill, a bridge or a building instead.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
You posted in my thread, so I'm going to do the same for you. I use more pictures than words though! But I will be as honest as possible.

http://dl.dropbox.com/u/1281220/ctf_svamp_a2p0000.jpg
Going straight out of spawn leads me to this area. 'Intelligence' it says on the sign, but I can not defend it from the ground floor, neither is there a way to get up there. Not from spawn or anywhere near. So this spawn exit will lead me to a area where I can't do much. Also, the spawns face away from the direction you actually want to go (middle of map).

http://dl.dropbox.com/u/1281220/ctf_svamp_a2p0001.jpg
Attackers (yellow), must pass the enemy spawn to get to the intel if they want to use the left side path. Unfortunately, this attack route leads to the same ground floor as the last image and is useless for everyone except soldiers and demomen.

http://dl.dropbox.com/u/1281220/ctf_svamp_a2p0002.jpg
Interesting use of displacements, but honestly it looks like someone used a heat-ray on the wall and melted the bricks. It was a nice thought, but doing it with blocks is probably the way to go here.

http://dl.dropbox.com/u/1281220/ctf_svamp_a2p0003.jpg
This is the action house. Everyone must get though here, one way or another to attack. Try to spice it up a bit!

http://dl.dropbox.com/u/1281220/ctf_svamp_a2p0004.jpg
This is the ONE way to get to the intel (without hurting yourself), it's to the right when attacking. You could jump on the roof to the left as a scout. But it's still nowhere near enough ways to reach the intel (both attackers and defenders).


That's it. I hope you'll consider my views on the map flow, and I hope that I didn't sound like a douche since your post on my map was very helpful!
Your use of the swamp textures is very good and I really like seeing the textures I made featured just like I intended :)