Red Line Range

red_flame586

L420: High Member
Apr 19, 2009
437
122
Red Line Range is a small 2cp map inspired by Kennecott in Alaska. Based in the side of a mountain, Blue must capture point A before moving up to point B with the choice to take the shorter but more dangerous route along the roof or go through the buildings for a safer but longer trip to the points. The game play is quick and both teams will have to work quickly and tactically to take the points.

I'm yet to have tested this map out with more than two people so I would be interested in team and class balance. Despite being quite detailed in some places it's still in the alpha stages because I'm unsure if the layout will stay quite as it is.

Please give me feedback on the balance as well as detailing in some areas and how you think the map plays out in general.

To-do:
  • redo some roofs
  • clip off some areas
  • fix some windows
  • better signage
  • more detailing
 
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lana

Currently On: ?????
aa
Sep 28, 2009
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That is probably the best usage of that grass texture ever.
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
looks like a cool design but a demo or solly will easily wipe out anyone on those points with splash damage or just spam there way too small and there is nowhere for spamm to roll off too.

and you did good with working off the concept you just need to work on scale and find a way to get spam away from the points
 
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Urban

aa
Jul 27, 2009
212
352
I like the look and feel of the map, even though it is pretty cramped. I did a quick run through of your map and i found a few things that may or may not need fixing, it depends on you.

Minor one first, this door can be a bit confusing as it isn't clear that it is a setup gate so maybe a quick swap is in order.

cp_redlinerange_a10002.jpg


Another minor one, here it looks like you can could easily fit through the gaps either side of the train but it is clipped. i suggest you make the fence longer so it make the gap smaller or put one of those train gates in.

cp_redlinerange_a10003.jpg


One or two of the health/ammo packs are missing patches underneath.

cp_redlinerange_a10004.jpg


This roof looks like it is easily accesible but when you jump try to on you hit a invisible wall. Maybe try and create something that will block you visually like some scaffolding or the like.

cp_redlinerange_a10005.jpg


This is a biggie. RED team has acces to nearly the whole of BLU's spawn so spawncamping is going to be a BIG temptation here.

cp_redlinerange_a10007.jpg


cp_redlinerange_a10008.jpg


I hope this helps in some way, i'm new to this sorta thing :p

EDIT: I think there were some errors in the console so you may want to check that out.
 
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Passerby

L2: Junior Member
Mar 27, 2010
99
15
@Cradius the train and fence looks fine it would still notice it's an out of bounds area right away, it's kinda like the knee hight guard rail in hydro sure it is low enough to jump over but everyone see it as an out of bound area.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
I'd say this was a little too cramped. But I like the style.
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
The fact that the points are so close will make it very hard to defend and will probably give the attackers an unfair advantage. It reminds me of redfort. Either way, looks nice, haven't seen a map quite like this in a while.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
This is a biggie. RED team has acces to nearly the whole of BLU's spawn so spawncamping is going to be a BIG temptation here.

Thanks for the tips, I planned to have that like dustbowl with a set-up zone with three exits. I want to see how this plays out but I might change it after play testing if blue gets completely dominated in it and have trouble getting out.

I also placed the points close together to make the game more fast paced aimed at a smaller server size.

Anyway, thanks to everyone for responding so far. If anyone is interested, this map will be in Wednesdays play test.
 

Urban

aa
Jul 27, 2009
212
352
But normally the defenders dont have access to the attackers spawn via the spawngates as the spawngates should be a no go through zone for the defenders. When playing in a small test with some of my friends (2v2) The defenders managed to get a sentry nest inside the spawn area, though I dont know how this would play out in bigger teams.
 

lana

Currently On: ?????
aa
Sep 28, 2009
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2,778
It's very small and linear, leading to demomen and soldiers completely destroying enemies. Single sentry guns could block off routes, and the whole map is generally too linear without much space for movement.