Escalante

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
The pipes are dead!

Blah blah blah dynamic gameplay, flowing dynamically through flowing team dynamics... mostly just deathpits though. MASSIVE DEATHPITS
 
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Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Hmm, I can imagine keeping track of where the intel spawns could be a nightmare. Also things like if I'm about to nab BLU's intel, but they bring RED's intel to a different point and then it disappears right before I'm able to pick it up, that would be annoying. It's an interesting idea, potentially disastrous and confusing game play twist though.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
this is a really cool idea!

although the only thing is, once you get past middle, it's usually your team, which makes it easy to get back to your base..so basically if you're at middle, you're just gonna think "oh hey I might as well go a little further and then it will be easier to defend"
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
true... I've tried to make it so the team that has had their intel stolen is capable of catching up with the intel stealer, but it could prove to be a problem. We'll have to see I guess.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Well if it was reverse ctf you could give more points for going further into enemy territory at the expense of risking no points at all ... Run 1 cp-deep into their base for one point, 2 cps-deep into their base for 2 points, etc. Intel spawns the same, but then I guess most people would ignore the other 2 points behind the first one, so it'd be wasted mapping space if that were to happen.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Alpha 2

Alpha 2

ctf_ellis_a20000.jpg

- Removed the silly gimmick due to glitches.
- Added an extra sentry spot at the intel point.
 

dodgydogman

L1: Registered
Jun 1, 2010
12
1
You didnt remove the movable flags did you?! That made your map unique, and personally i quite liked it!!

If that was what your map was designed around, I think you should see it through to the end with the gimmick :D!
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
I know, I loved the gimmick as well. The main problem was the fact that my way of moving the intels was to disable them and enable a new one at the middle... Which meant, if you were carrying said intel when one team capped at the middle, bam, it's gone :/

Navigation problems could be overcome, but first I'd have to get this to work.

/me prays at the altar of boojum
 

Doppler12

L1: Registered
Sep 10, 2009
44
18
couldn't you just have an Logic_relay and toggle when its on and off via captures at the middle and have the flag when capped/dropped try to trigger said logic_relay?

Maybe I don't quite understand, cause i haven't played the map with the gimmick.
 

Domino

L1: Registered
May 13, 2008
8
6
As I believe in in thorough scrutiny when playing new maps, here is what I have found with what I consider to be problematic areas, in which would be improved to help with progress.

The general feeling of the map, is that the majority of it is over scaled, even as a scout running around, it felt too big. The mid-point where the intel train is was about right, just everything else, like spawns, hight of drops/ramps and various other areas and back corridors that never seemed to get used, I know there was only 6 of us playing, so could change with a full server.


Spawn; excessively big, with unnecessary side rooms.


Player clipping, meaning you have to jump to get onto this area.


Resupply cabinet set back into the wall too far.


Just showing the general scaling size vs players, as well as darkness in the map.


More player clipping, you can get stuck on the entrance of all the tunnel wall areas, nothing a quick brush won't fix.


I think this is red spawn? but there is no 'No Entrance' sign like on spawns.


Intel, now I know this is a general WIP for a twist in normal gameplay, but intel capped by Blu is added and counted as a Red cap, as this screen shot shows I'm Blu, got the round winning capture but red won.


General space filler, once map is scaled down this won't be a problem.


This drop is high, makes players take fall damage because you have to jump to get over the wooden railing. Again another issue that will be fixed once areas of the map have been scaled down.


Just some random floor heights.


The missing/invisible wall that doesn't have a texture in red starting area at intel.


I don't know if this is suppose to be the way it is, but you can get up there rocket/sticky jumping, but even as a scout, you can't get up there with jumping onto the truck, abit of a random prop for being in a building too :p

To sum it up;
  • Scaling, scaling, scaling
  • Player clipping
  • Lighting

Lighting is another one, but this is just one of those cosmetic things like props that don't come until later, and the excessive use of the same lighting fixtures is a killer, but until you get a theme going, no need to worry.

Good luck, looking forward to playing the final version ;)
 
Sep 1, 2009
573
323
As I believe in in thorough scrutiny when playing new maps, here is what I have found with what I consider to be problematic areas, in which would be improved to help with progress.

The general feeling of the map, is that the majority of it is over scaled, even as a scout running around, it felt too big. The mid-point where the intel train is was about right, just everything else, like spawns, hight of drops/ramps and various other areas and back corridors that never seemed to get used, I know there was only 6 of us playing, so could change with a full server.


Spawn; excessively big, with unnecessary side rooms.


Player clipping, meaning you have to jump to get onto this area.


Resupply cabinet set back into the wall too far.


Just showing the general scaling size vs players, as well as darkness in the map.


More player clipping, you can get stuck on the entrance of all the tunnel wall areas, nothing a quick brush won't fix.


I think this is red spawn? but there is no 'No Entrance' sign like on spawns.


Intel, now I know this is a general WIP for a twist in normal gameplay, but intel capped by Blu is added and counted as a Red cap, as this screen shot shows I'm Blu, got the round winning capture but red won.


General space filler, once map is scaled down this won't be a problem.


This drop is high, makes players take fall damage because you have to jump to get over the wooden railing. Again another issue that will be fixed once areas of the map have been scaled down.


Just some random floor heights.


The missing/invisible wall that doesn't have a texture in red starting area at intel.


I don't know if this is suppose to be the way it is, but you can get up there rocket/sticky jumping, but even as a scout, you can't get up there with jumping onto the truck, abit of a random prop for being in a building too :p

To sum it up;
  • Scaling, scaling, scaling
  • Player clipping
  • Lighting

Lighting is another one, but this is just one of those cosmetic things like props that don't come until later, and the excessive use of the same lighting fixtures is a killer, but until you get a theme going, no need to worry.

Good luck, looking forward to playing the final version ;)

Same points as above as it's scale a bit too big among others which is already pointed out otherwise its an awsome map. Love the special intel
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
thanks for your feedback, it's really appreciated. I'm going to work on scale for a bit, maybe try it out just as normal ctf for a while to try and get that to work.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Alpha 5!

What's new?

EVERYTHING

New layout, new theme. stuff. stuff and things.

ellisb4.png

ellisafter.png


Check out the OP for download link and for some more pics.
 
Sep 1, 2009
573
323
I kinda noticed a big problem. I can as a red team member i can open and even enter the blue spawn...kinda a big problem there if there isn't some nobuild in the spawn.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Thanks Godslayer.

In yesterday's test, I noticed that the middle never really had that much traffic going through it. Was everyone just taking the side routes?
 
Sep 1, 2009
573
323
I think everyone was as there was little fighting in the middle, as by going around the side you could avoid alot of trouble.