rctf_Random_Run_Round_b1

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
rctf_Random_Run_Round_b1

I would like to see how this works, gameplay wise.

The map is Random Capture The Flag. There are 4 possible spawn points for the flag, and both teams are competing to bring it back to their base.

Known issues:
1 individual crashes at point 2, not sure of cause yet
Several models accidentally set to vphysics
Func_regenerate with no associated models

To Do:
Redo the Central area
Redo the bases
Redo the walls at point 1
Possibly redo the walls at point 2 (1 issue with game crashing there so far)
Set up a flag tracking system

rctf_random_run_round_b1.jpg

rctf_random_run_round_b10005.jpg

rctf_random_run_round_b10002.jpg

rctf_random_run_round_b10004.jpg

rctf_random_run_round_b10003.jpg

rctf_random_run_round_b10001.jpg
 
Last edited:

Hyatus

L1: Registered
Apr 4, 2008
6
2
Alright. Played this one with you today, so I'll just recap my points(no pun intended).

Biggest issue is that the message for the flag location only seems to work if you are not running with minimal hud enabled. As suggested by someone else while we were playing, you should change your message type. As suggested by me, maybe "color" the giant numbers depending on which one spawned the flag. This would help for people who either didn't get or paid attention to the message and for people who just joined the game. Either way would help.

Now, for the good. I liked that each section was a different style. That was neat.

Unfortunately, there are a few criticisms here. First of all, this is a scout map. Two of the areas to get at(excepting the water pit and the farmhouse) are quite far to run to for the other classes. The water pit area is near impossible to get to without a ballistics jump or scout-jumping due to a clipping issue. Not a big deal. The open room(that looks a little like Well) could use a little bit more detail.

Still, as a scout map primarily, it is fun for that. Keep it up. :)
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Thank you Hyatus. I'm currently rebuilding the spawns and center, and will probably end up rebuilding the entire map from scratch for optimization, etc, though I wanted to capture the same sort of experience for each point.

Can you give me more info about the clipping at the water area (I'll call in the quarry)? Every class is supposed to be able to get to the flag simply by running up the train tracks to the left, so its fast to get there, but then they have to fall in the pit and run back the long way, giving others the chance to catch up, etc. Demos, soldeirs, and scouts of course can just hop the pit.

Something I thought of to make it less scout friendly, and maybe more team focused, would be to make it so that when you pick up the flag, your movement speed is reduced. Any thoughts on that Hyatus? I mean, at the end there no one on my team was a scout anymore, because people started defending the middle area. My vision had been something like, in a 32 player match, 4 teams of 3 defend/guard/cap flags from all the points, while the last 4 play D in the center, trying to stop the other team from getting to/capping the flag.

Also, here's and SS of the new bases, which still need some work.
new_base.jpg


And heres what the pit originally looked like, back when medics had conc nades and whatnot. Notice the path on the left, everyone could get there, but not everyone could get back :-D
r3_beta9d0000.jpg