CTF_Offtrack

What should the theme be?

  • Alpine: Because no one can get enough hardwood... flooring...

    Votes: 7 53.8%
  • Egypt: Even the Egyptian Train Gods must be appeased

    Votes: 4 30.8%
  • Abandon Coal Mine: Eh. Why not?

    Votes: 3 23.1%
  • Snowy Industrial Factory: I hurd u liek snow?

    Votes: 3 23.1%
  • Industrial: Like Granary, Well, etc.

    Votes: 7 53.8%

  • Total voters
    13
  • Poll closed .

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Hey All, I'm Fr0z3n and this is my first map. So, be mean when critiquing.

LET THE TRAIN GODS GIVE PRAISE TO THIS MAP
Three trains. Nuff Said (don't worry, it isn't TOO ridiculous... Just watch your step)​

OffTrack is a CTF map based in an abandoned train lot. After a few years of being abandon, you receive word that under your opposing companies building is a room, which holds information that could compromise the company.

Sept 29th: a4b.1 ->>> PROPER FILE NOW UPLOADED... Sorry, Didn't see I posted the wrong one >.<

Sept 27th: a4 Launched. Will be applying for gameday testing this week. *fingers crossed nothing happens*
-a4.b launched to fix up some little things...
Sept. 24th: a3 Launched. Ready for playtesting (I hope :mellow:)

Like mentioned before: this is my first map, and as thus, I would love for you guys just tear up my layout. Since I don't know bots can play CTF, I havn't been able to sit back and watch. (I also don't know how to set up playable bots).

I don't know what else needs to be said in this post, so when i find out what needs to be posted, I will post it :D
 
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tyler

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Sep 11, 2013
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It looks very open and linear -- you should consider breaking up the sightlines (there are so many long ones) and adding sideroutes to things. Maybe even shrink the entire map -- the intel room is huge!
 

Zarokima

L69: Deviant Member
Aug 7, 2010
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10
What you have looks nice (I really like the intel room), but it's also WAY too open. It's mostly just a big rectangle that Snipers would absolutely love, then the intel rooms on the side (which need to be scaled down to about half what they are). I'd suggest shortening the middle area and expanding the buildings to fill in the space, and add a third route to the area just outside the intel room.

I don't like the idea of the water hurting you, but it's not something I would say to take out right away -- let a playtest decide.

It would be good to add playerclipping up the walls of the buildings so players can't get on the roof. That would give Soldiers and Demomen a pretty big height advantage as it is now.

I also found two texture issues.
This brush is solid, but see-through:
YBcdQ.jpg


You forgot to change this to blue dev texture after copy/paste:
u0T9Z.jpg
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Alright, I had a feeling that line of sight issues would come into play at some point, I will begin working on resizing the map. I may just get rid of the center area completely and have just 4 tracks side by side with assorted storage crates to add cover. not sure yet.

Thanks for finding that texture issue. the red near the window was just left over from a copy/paste job I did.

The story with the water hurting you is that since it is a flooded subway station, the 3rd rail (the electric one) is still active, so the water is electrified.


To add to the abandoned feel, I was thinking about adding some breakable planks covering the lower intel entrance. Any thoughts on this?

And for side routes, I have an idea for one, I had a couple friends run through the map, give me some immediate feedback, they suggested a sideroute.


EDIT: Upon further thought, probably the reason that it seems more sniper-friendly, is because my main class is sniper :p... I have ideas already in my head to cut down the middle yard at least a third, and add some cover.
 
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Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
Alright, I had a feeling that line of sight issues would come into play at some point, I will begin working on resizing the map. I may just get rid of the center area completely and have just 4 tracks side by side with assorted storage crates to add cover. not sure yet.
Don't completely get rid of it. I like the idea, it's just way too big at the moment.

The story with the water hurting you is that since it is a flooded subway station, the 3rd rail (the electric one) is still active, so the water is electrified.
Yeah, that makes sense. In keeping with that, and to give an evident cue that the water is electrified and hurts, you should have, like, sparking wires with one or more hanging into the water, or something like that. [/QUOTE]

To add to the abandoned feel, I was thinking about adding some breakable planks covering the lower intel entrance. Any thoughts on this?
I'm not a fan of paths that have to be broken open like that, as it tends to either end up as a once-per-round annoyance, or drastically alter how the map plays between when it's broken and when it's not.


EDIT: Upon further thought, probably the reason that it seems more sniper-friendly, is because my main class is sniper :p... I have ideas already in my head to cut down the middle yard at least a third, and add some cover.
Over-scaling is actually one of the most common mistakes new mappers make, as well as general sightline issues that overpower Snipers. Since you main Sniper, you should have a good idea of what to look for and as such avoid to keep from the overpowered Sniper issue.
Overall, the size of the map is pretty good -- it's just that the middle area is all one big open space.
 

tyler

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Sep 11, 2013
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It could use with a change up anyway -- it kinds of looks like watered-down ctf_well. I think ctf_well is far too large anyway, so this is already better in my book, but adding formulaic obstructions like that might not be the most interesting way to go.
 

Fruity Snacks

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Don't completely get rid of it. I like the idea, it's just way too big at the moment.

I was planning on making it shorter, and making it 3 trakcs, not 4, with a sliding crane whichwould break up the middle a bit. I didn't mean to type 4.


Yeah, that makes sense. In keeping with that, and to give an evident cue that the water is electrified and hurts, you should have, like, sparking wires with one or more hanging into the water, or something like that.

That was on my to-do list after i recieved feedback. I didn't want to have to set it up and make it look somewhat nice, only to have to remove it... I'll have to learn how to make sparks.

Over-scaling is actually one of the most common mistakes new mappers make, as well as general sightline issues that overpower Snipers. Since you main Sniper, you should have a good idea of what to look for and as such avoid to keep from the overpowered Sniper issue.
Overall, the size of the map is pretty good -- it's just that the middle area is all one big open space.

Thats what I'm hoping :p

maybe just add two buildings here?
Untitled-41.jpg


sightlines broken, huge mid split into two normalsized mids, and no need for resize :p

you could add some extra cover like this then
Untitled-42.jpg

I wasn't thinking of buildings like that, but that may work, and would save me a ton of work myself. Like mentioned previously, I might shorten it down to 3 tracks, equi-distant of course, and use a crane or something.

It could use with a change up anyway -- it kinds of looks like watered-down ctf_well. I think ctf_well is far too large anyway, so this is already better in my book, but adding formulaic obstructions like that might not be the most interesting way to go.


Well, I'm glad I'm doing a little better than a Valve map :)

I should have a second alpha in a few days. My main issue is figuring out a 3rd route :facepalm:
 

Fruity Snacks

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So i know how i want to make the intel room smaller, and what to do for the third way into intel, but I am stuck on how to break up the sightlines in the main yard. adding two buildings in the middle would be easiest, but then it looks too well-ish and sorta doesn't fit. I was thinking abotu shrinking the size down so the 2 bases are closer, and adding a crane in the middle, or a cran like structure, which if was actually used would be used to load the trains under it (there would be 2 tracks)...

any ideas to help me?
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
I would bring the bases closer together so the open area is 1/2 or 1/3 its current size, and then expand the inside of the bases to keep the current overall size.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Updated DL with Alpha V2.

I need feedback on the new way into the intel area (its 1way)
Would also like ideas for what could be a possible theme for the map.

Not reading for testing yet: Must add ammo-packs.

After Alpha 3, it will be ready for testing (assuming no massive bugs).

The time between Version Updates should'nt be anymore than a week now (if anyone cares :p)

Thanks for the feedback so far!
 

Wilson

Boomer by Sleep
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May 4, 2010
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ctf_offtrack_a30001.jpg

ctf_offtrack_a30003.jpg

Sightlines into enemy spawn.

ctf_offtrack_a30002.jpg

Another sightline.

ctf_offtrack_a30000.jpg

This spawn seems really easy to camp.

ctf_offtrack_a30008.jpg

This room could do fine as second spawn room.

ctf_offtrack_a30004.jpg

You need warn players that this water is deadly.

ctf_offtrack_a30005.jpg

Needs some clipping between box and barrel for smoother gameplay.

ctf_offtrack_a30006.jpg

Intel rooms are really easy to camp, they need 3rd entarance and less sentry spots. (Also good lord, there is so many lights.)

ctf_offtrack_a30007.jpg

Redstone Cargo sign coming trough the roof.

ctf_offtrack_a30009.jpg

ctf_offtrack_a30010.jpg

Your trains don't break engineer buildings.

ctf_offtrack_a30011.jpg

Add some props here or remove the player clipping.
 
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Fruity Snacks

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Alright, noted down. Though, there should be "Danger high voltage" signs outside each of the intel rooms. I will look into why they are not there.

And how does one make it so that Trains break Engie Building?

My anticamp measure is the proximity of the second spawn room, though, not sure how efficient it is...

possible tips on anti-camp spawn rooms and/or a guide or something?
 
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Wilson

Boomer by Sleep
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May 4, 2010
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Alright, noted down. Though, there should be "Danger high voltage" signs outside each of the intel rooms. I will look into why they are not there.

And how does one make it so that Trains break Engie Buildings?

I blame my super high fps config for missing overlays then.
Also when it comes to trains, i suggest you check valve's sdk wiki.
 

Fruity Snacks

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Alright, I shall look at that then, I just used a basic guide i found on the forums.

If I can't seem to get that to work... I'll just nobuild the rails.

Also, to fix the camping issue, I think I may connect both the upper and lower spawn rooms, not sure on how that will affect anything...
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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I added a poll to the thread, in hopes that I can get an Idea for a theme, Since this is my first map, I don't really care too much what it is.

-Also, how do I add the little Steam profile box in the upper right corner? (If someone could answer that for me. I'm a noob)