littleedge

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Woah, what's this!? A map made by Edge!? :O

Name: ctf_littleedge_a1fix3
(a1)Release Date: March 16, 2010
Last Updated: March 20
Gametype: Standard CTF

Thanks:
---Rexy (Rocks)
---Shmitz (Intel Base)
---Matt (Help)
---Owl (Help)
[Probably more, I'll edit it as I remember]

Information: So yeah, inspiration from Turbine, detailing (will be) inspired by Doublecross and Hydro, yep. It's a map made by me.

Note: Any clipping 'error' you find is probably intentional and not an error but I expect people to come up with them to best me anyway.
 
Last edited:

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Ohh, a challenge.

Littleedge said:
Note: Any clipping 'error' you find is probably intentional and not an error but I expect people to come up with them to best me anyway
We all know that is you making sure that if there is a clipping problem, you don't lose your status as 'clipping guru'.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
A map by Littleedge? Looks nice, but complicated...

Edit:

16i7bl4.png
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I'm told that I finally successfully packed the custom content. So

Updated to ctf_littleedge_a1fix2

Changes:
Custom content finally (hopefully) packed properly
Added a trim to the truck tunnel exits to better tell which side you're facing
 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
umm you should have bases instead of series of connected caves. The entire map felt like I was playing a untextured arena map since it was almost impossible to determine which teams series of caverns I was in. Also its cool that you can snipe from the sewer but a snipers place is on the high ground. And there is no easily accessible high ground.
 

E.B.

L1: Registered
Mar 15, 2009
49
39
I don't see how it's downloadable right now. The release post says "download unavailable" and there aren't any links or anything. Did I miss it or is it not there?
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
@Slayer: I've noticed the problem with trying to tell who's side of the map you're on, and I've got an idea for a dramatic detail change, but currently what's there is all I can do. Also, It's aimed towards 6v6 and Snipers aren't so imperative.

@E.B.: I took it down since it was broken. I'm having the worst luck with this...

But Owl says everything's how it should be. Custom content packed, vrad ran this time, etc.

UPDATE:
a1fix3 (March 20)
-It's not fullbright
-A rock in the intel yard was moved over slightly to prevent an OP sentry position
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I liked the use of sewer grates.
 

Gerbil

aa
Feb 6, 2009
573
846
The map was a bit hard to navigate in. It could be the combination of the lack of signs and the same textures you used throughout the map. That led to more of a deathmatch instead of a ctf game. Some of the tunnels were a bit misleading, they seemed to go forward into the enemy base but instead they brought you back to yours.

The tunnels and sewers were a bit too dark, and there was light leaking from the displacements. This could be solved by putting nodraw blocks behind the displacements. As I said during the test, check out 2fort's sewer lighting as an example.

Good luck with this!
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
One fairly nitpicky thing is that the walls toward the tunnels are just skybox
this has an increadable nerf on demo soldier because projectiles jusr dissapear
i think if you put maybe a 150-256 wall at the base of where it is it would help soldiers out, or you could use on of the road railings feom hydro with a block nades/nodraw