CTF scheme_a1

lilBro'

L1: Registered
Jul 11, 2009
18
0
scheme_b1

A straight forward CTF map.
Alpine themed, with industrial building.
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Some very interesting geometry there, especially at mid. I'd like to see this on a US gameday very much :D
 
Aug 10, 2009
1,240
399
Hrm I like the look of it, but the map looks really tight, which on second thought could be a saving grace. I'm not exactly sure what to make of this yet, but it almost seems like it won't be too sentry friendly due to close quarters. Said quarters could also eliminate scout dominance, so my only conclusion is that this could be very, very interesting.
 
Mar 23, 2010
1,872
1,696
the area around the intel LOOKS a little tight. like one sentry could own. a nice, suitable area for the intel though.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
ctf_scheme_a10000.jpg

Besides begin dark, why you can even get under this area anyway?

ctf_scheme_a10002.jpg

Why just not have ramp going around entire thing?

ctf_scheme_a10003.jpg

Ahem.

ctf_scheme_a10004.jpg

This map had top notch clipping, expect this one spot.

And now time for by big complaint.

ctf_scheme_a10001.jpg

I like this layout, i really do, but even without testing it with other players it didn't take me long to notice how small the map was. It takes few seconds for scout to run into intel from upper route, grab it and run back to upstairs and double jump over fence and cap intel. Also, it would be complete clusterfuck if you place 24 players on this map. Make it bigger, mostly yards and middle building.

Also, make your skybox higher, i kept hitting it when trying to rocket jump around.
 

lilBro'

L1: Registered
Jul 11, 2009
18
0
A2 released, change log added.

Some very interesting geometry there, especially at mid. I'd like to see this on a US gameday very much :D
Thank you very much, it's not exactly as I planned it, but it worked out for the best (I hope). I'll try and get it into the next US gameday.

Nice map 9/10.btw you have 2 same screenshots in the overview of map.
Thanks. The reason for the same snapshot is that I accidentally uploaded one with a HUD and viewmodels, so I just quickly changed it to another snapshot. I have no idea how to delete it...

the map looks really tight, which on second thought could be a saving grace
Well, I made the outside/intelligence area somewhat larger (512 units longer on the outside area, 256 each side of the intelligence area). I think the building don't need much changing. Hoping it works for the best.

like one sentry could own
Made it larger, but I think a good sentry could still cover the intelligence and most of the area. Again, we'll see how it works out.

Besides begin dark, why you can even get under this area anyway?
  • Originally you couldn't get over or under it, but then I made it so you could walk over it, and then figured "what the hell" and made it both ways. I've added some kegs and blocked it out now, doesn't really seem like a good spot for A or D...
Why just not have ramp going around entire thing?
  • Not sure what you mean. As in, only have a ramp and no higher level?

Ahem.
  • I added a very quick and easy doorway :blushing:
This map had top notch clipping, expect this one spot.
  • That's awesome you tested clipping, took care of it,
And now time for by big complaint.
I like this layout, i really do, but even without testing it with other players it didn't take me long to notice how small the map was. Make it bigger, mostly yards and middle building.
  • Made some bigger, didn't touch the middle building though. Might do if it's still too easy to get the intelligence out of the enemies side...
Also, make your skybox higher, i kept hitting it when trying to rocket jump around.
  • Done and done.

you might want the tree to be straight up, not at an angle. trees don't always grow like that
I really liked how it looked, so I'm meeting you half way here, only at an angle of 10 now...
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Just nit picking: how does the truck drive through the tree? - there is dirt tracks in picture 1, 2 & 3.
 
Sep 1, 2009
573
323
Just nit picking: how does the truck drive through the tree? - there is dirt tracks in picture 1, 2 & 3.

Red's new tree formula, grows trees instantly. This looks intresting I look forward to a test soon
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Make it bigger, make it MUCH MUCH bigger.
EU gameday was one big clusterfuck as map is still small as hell.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
When my parents were in africa, they followed what they thought were tyre tracks into the savannah. Only realised they were two animal paths when they went either side of a tree.

As for the map, it was, yes, too small. I'd have liked a route into the enemy base on the right. But it wasnt un-fun, i suppose. It was just a bit deathmatchy.
 

lilBro'

L1: Registered
Jul 11, 2009
18
0
Bigger you say?

ctf_scheme_a30004.jpg


ctf_scheme_a30003.jpg


ctf_scheme_a30002.jpg



There's just some clipping issues I need to fix and I'll upload a3 tomorrow.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Hey!

So Atreus wants to test your map with the Lions. I think he probably messaged you already or something, I don't know. But I figured I'd tell you.
 
Apr 13, 2009
728
309
Much better scaling in this version. I'd say it's actually spot-on.
It is possibly a little easy to just turtle with a couple of sentries on the flag. On the other hand, that's pretty much the only way to efficiently prevent a very quick scout rush. I just think there should be a little more distance to walk between the respawn room and the sentry spot that overlooks the flag (see doublecross, for example, or 2fort for a bad example), so that it's easier for a spy to slip by without randomly bumping into someone who just got out of spawn.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I really enjoyed this version, my only problem was that intel rooms are really easy to turtle.
I suggest removing the door leading right into intel area so it takes longer for engineers get up huge sentry nest.
There is also some funky clipping around place and i left annotations about them in feedback section.