CTF Vince

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
This is the map I made for the 72 hour contest.

It is a bit of an experiment as well. At first it had a gameplay mechanic where players could grab the intelligence from water below it, through a grating, without being able to be shot from above.

Rethinking that, it was a stupid idea, so I removed it.


Other than that I wanted to experiment with making the map as open as possible. This lead to the map being the way it is now, feeling very overscaled. It's not really larger than turbine, it's just really open, and the bridge in the middle is massive :).

It kind of works the way I thought it would, but I now I don't think a lot of people will enjoy it very much. I don't know what I really want to do with it from this point on. Feel free to suggest anything.

Also, fuck small corridors :D


Credits to Rexy for the rock props.
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Something that was the big issue, and is the issue with all CTF maps, is that you could shut down the intel room easily with the right placed sentry and you need an uber to break it.

The map seemed very open, maybe a tad too large, but defiently open... snipers were shooting from garage to garage.

I enjoyed what you were able to detail, the red wood textures though did not work for me though, those are usually for under floors.
 

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
Well, with the old water mechanic, sentries wouldn't have been an issue :). Maybe I will reintroduce something like that, but rather with a floating intel, that you can quickly grab before sentries start shooting you.

With a floating intel, how about something like this as a model:

tZ8DUt5.jpg



Concerning sightlins, I was more concerned with the ones on top and kind of forgot about the sightlines at the bottom, those are too extreme, yes will definately change those.