CTF remnic_a1

Remnic

L2: Junior Member
Jan 24, 2009
95
16
Foundations

A standard CTF map I've designed in about a month. The map uses the new construction pack as its main theme. The map focuses on flanking and alternate routes for both teams to steal the enemy's intelligence within the bunkers.

Constructive criticism and comments are greatly appreciated so that I may address the conflicts for future releases.

CHANGELOG
Changes from a1 to a2:
-Added an official name for the map
-Replaced old staircase routes with wider and longer routes below the shacks
-(suggested)Added a sniper deck on each base's roof which is currently accessible from staircase inside the blast door room
-Added extra props for climbing the crates in the middle area of the map
-Deepened the death pit inside the silo

KNOWN ISSUES
As of a2:
-Clipping issues
-Potential spacing issues inside bases
-Visibility problems with inaccessible doors inside the caverns
-Optimization
 
Last edited:

Remnic

L2: Junior Member
Jan 24, 2009
95
16
THINGS TO DO BEFORE A2 RELEASE:
-Widen and/or redesign long stairs from the shacks
-Changing brush solids sealing over the windowed doors near the caved-in tunnels
-Add more entrances to the bases
-Add health packs and ammo packs
-(Pending) Adding a sniper deck above each base's entrance and/or improve the already existing sniper decks on top of the shacks
-Add overview screenshot
-Make death pit inside silo deeper
 
Last edited:

Remnic

L2: Junior Member
Jan 24, 2009
95
16
stairs look tough. One looks very long and skinny, no wiggle room. The other is up ramp, down stairs through scaffold.

And top side needs more sumthin. Probably sniper deck, yeah I said it.

While I was designing the map, I was almost certain that the long stairs in the shacks would be problematic. I'll see what I can do for the next release.

@pytholos: There are currently 4 exits leading to the surface of the map: 1 inside the two main buildings with the blast doors and the long stairsets inside the shacks. The large silo doors lead players onto the suspended catwalk underground at the cost of some health which serves as the 3rd access point to each team's base. If there is more criticism involving the entry points, I might add extra doors for the bunkers.

Also, there are already "sniper decks" added to the first alpha. They're located on top of the shacks via leaning ladders on the back of a wooden platform.

I'll try and address other conflicts as soon as I can.

EDIT: The scaffolding stairs in the intel rooms were an experiment with the construction theme. Most of the scaffold props are very tricky to use and are difficult to place without the props' collisions sticking out and blocking the players' path. I've playerclipped the two scaffolds to prevent players from crouching through the angled support bars and getting stuck on scaffold clamps. The top-right openings in the scaffoldings at each side of the map as shown in the 6th screenshot have not been playerclipped so that other classes can climb down without taking the stairs, or destroy a sentry.
 
Last edited: