CTF Conveyor

Paradigm

L1: Registered
Jun 22, 2010
7
0
Conveyor is a ctf map which is designed to encourage fast paced games and avoid stalemates. After several minutes of no flag being captured a neutral flag appears in the middle of the map.

This is my first map designed to actually be played and I wanted to get feedback before I get into too much detail.

Any constructive feedback would be fantasic.
Thanks.
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Please, please, PLEASE get it out of fullbright. Adding lights really isn't that hard, and it makes a map look much nicer at any stage.

It seems alright, but I'm not too sure about mid. It might be too open , but only testing will tell.
 

Peligrino

L1: Registered
Jun 25, 2010
47
1
Ok, I played your map and this is what I think:

Great concept, could be really, really fun! When I was playing I thought: Oh! He should make this conveyors actually work! AND THEY DO! I loved that, although they're not animated so I couldn't tell!

Gameplay wise:

-Resupply doesn't work.
-The vent is just useless, plus is so long that snipers would make quick work out of anybody in it. Move it and add more corners, plus make it shorter and lead to somewhere more useful, such as out of the base.
-Theres a large room under the stairs for both bases, although this might be what you wanted, its perfect for building sentries and teleporters, and this actually seems like a good stop to move up and set up while attacking the intelligence. Just make it smaller.
-Theres a room with glass and with full health and ammo that is probably the most unbeatable sentry position I have ever seen, a tiny room with a great lookout for the sentry and with full ammo/metal and health! Somehow change this!

Otherwise I loved the moving conveyors and the overall feel of the map! Obviously you need a looot of detailing work because honestly it looks ugly right now! Good luck!
 

Paradigm

L1: Registered
Jun 22, 2010
7
0
Thanks for the great feedback. :)

-I'm currently doing the lighting to get the map out of fullbright.

-The conveyor animation will be done when I do the level's detail and when I figure out how to do it properly.

-The large room under the stairs is their because I am toying with the idea of having a tunnel that goes from one base to another. I think now that you've made me realise that the vent is a bit lame at the moment I'll add a branch to it which will lead down to this area.

-Resupply I realised I copyed and pasted from one teams to the others and forgot to change some values. So Red team's should work and Blu teams doesn't this will be fixed when I next update the map.

-That sentry room... While I agree it is unbeatable in that position I feel that the sentry will have a very limited field of view and that making a 3 entrance to the intelligence room gives attackers other options to completely avoid that sentry if it is there. I was also thinking of maybe allowing access to the roof and making an open skylight so the sentry would be vunerable from above.

Again, thanks for the really useful feedback and I'll hope to have a newer version of the map with the lighting and some of the fixes by the end of the week.
 

Paradigm

L1: Registered
Jun 22, 2010
7
0
I've now finished all the basic lighting and added a branching path to the vent. I've also added more cover to the open areas and changed the inside of the middle section. Finally there are a few trains for decoration and to keep people from trying to escape the map. ;)

Again any constructive feedback is much appreciated.
 

Paradigm

L1: Registered
Jun 22, 2010
7
0
Large sections of the map were redundant so I completely rebuilt it using the same design. Now the map is better than ever and the file is a third of the size.