Mexico

CTF Mexico b4

StickZer0

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Nov 25, 2008
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-Impromptu Test Thread Bump-

Issues found:
The intel can be capped when either team holds the Saw.
 

Frush

L2: Junior Member
Jan 8, 2010
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First off, this is a great map, and I had fun playing it. I can tell that you have put alot of work into this.

Here are some things I noticed though.

It felt kinda awkward to walk up this stair, at an angled wall.


This looks weird, got lazy? ;)


This area is too dark.


Some walls are too thick.


You can stand on this in spawn. Not really a major issue, but something you should know.

Sooo, yeah.
 

StickZer0

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Nov 25, 2008
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-Impromptu Test Bump-
The general consensus was:
Sentries were quite strong unless you worked as a team, in which case they came down easily
Not enough entrances into or out of the bases
Hard to grab the intel
Useless "forward" spawn
Was too hard to defend the mid AND attack the intel
 

Walker

L2: Junior Member
Oct 22, 2009
85
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It wasn't just 'too hard' to hold mid and attack, it was impossible. As soon as your team made a push into the base (which was easily fended off by the way), the other team just waltzed on out and capped the point.
 

StickZer0

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Nov 25, 2008
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It wasn't just 'too hard' to hold mid and attack, it was impossible. As soon as your team made a push into the base (which was easily fended off by the way), the other team just waltzed on out and capped the point.

That was sort of the idea, so the defending team had a chance to get an advantage once their intel had been stolen. Unfortunately it seems like they had too much of an advantage over the team who had grabbed the intel.

So I need to find a way to reduce the amount of cover on the middle significantly, but without creating OP sniper lines.

Any ideas on what to do with the bases?
 

Rikka

L5: Dapper Member
Feb 10, 2009
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Those forward spawns weren't useless. Quite the contrary, they were far too useful. They let you spawn right next to the mid, and they gave you safe place to heal whenever you took damage. They were probably a big part of the reason pushing into the base from mid was so hard.
 

StickZer0

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Nov 25, 2008
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--Updated to A7--
Increased return time to 60 seconds.
Added a second stairway to the battlements.
Moved some pathways around on the battlement-inside.
Added a jump-through spot in the battlement-inside area.
func_nobuilded some props in the intel room to stop sentries being built in incorrect areas.
Moved the areaportals around a bit.
Opened access to the cap up a little bit.
Removed the secondary spawn room.
 

lana

Currently On: ?????
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Sep 28, 2009
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The problem with Mexico is that it borrows the hourglass shape from KOTH too much. Everyone needs to cross the middle to reach the enemy base. Creating an alternate route that can bypass the control point would be great.
 

StickZer0

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Nov 25, 2008
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The problem with Mexico is that it borrows the hourglass shape from KOTH too much. Everyone needs to cross the middle to reach the enemy base. Creating an alternate route that can bypass the control point would be great.

Would more access to the underneath as well as a sideroute be a good idea to help open it up?
 

fubarFX

The "raw" in "nodraw"
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Jun 1, 2009
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Would more access to the underneath as well as a sideroute be a good idea to help open it up?

I think so. but the base is already complicated enought, you might want to simplify a bit of it before makin new path. maybe rethink the inside a bit
 

Jindo

L3: Member
Aug 6, 2009
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First time I was able to test this at all, which is a lot later than I had planned!

---

The concept was overall quite confusing at first, although I picked it up relatively quickly. You'll need to find a way of making it clearer to the player what they're supposed to do with the intelligence once they find it, and the purpose of the middle capture point (although it seems obvious once you figure it out, I saw a few new players asking this question yesterday)

Aside from this, it is coming along nicely.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I found that the middle building should have been more like gravelpit B. Solid walls with large windows you can crouch jump out of. Perhaps an accessable rooftop, but that's not all that important. I also felt there should have been more room in the middle. It's an ok size, but doesn't leave much to the imagination of combat.

The CP in the middle was confusing, and distracted players attention from grabbing the intel. One of the things that makes ctf work in TF2 (which are not many things, unfortunately) is the ability to succeed in combat, then progress to the intel and grab it in the absence of defenders. Teams tended to stick around to capture the point in order to capture it, allowing enough time for the enemy team to spawn (and take back the CP in return). This was the general to and fro of the game, though a reasonable amount of captures were made (2-3).

The base layout design was ok, although the left flanks were somewhat corridor-y. It might not hurt to open them up into rooms. Especially the staircase area to the battlements which was incredibly cramped.

The intel room is susceptable to sentry nests, but i guess that's just the nature of ctf.

edit: Also, get rid of that glass around the buzz saw. It just looks odd, like we're supposed to break it and unlock the objective or something.
 
Last edited:
Feb 14, 2008
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Screenshots :mellow:?