PL BATT Wimples

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
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This is my entry for the BATT contest. My entry uses a series of closing doors to change where each team meets the other. Hopefully this can combat some large sightlines and relatively tight track shape. The map will eventually get a theme-change to E-Arkham's Khmer theme (See map: CP_Antiquity). The screenshots are still outdated (10/8/11).
 
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English Mobster

L6: Sharp Member
Jul 10, 2011
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On a whole, I absolutely loved this map. It did have its issues, but overall I think you did a great job with it.
Just a suggestion, I said this ingame as well: Take a look at the Egypt-y bits of Raiders of the Lost Ark and do something like that for your final pit.
E: Also, shouldn't this be in the contest section?
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
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The kinda theme I have going now is that Red set up shop in the ruins somwehere, hence the big red building in the middle of the ruins, and are harvesting some sort of resource from it. What they're harvesting I haven't been able to decide though. Then obviously blu just skips in and blows the place up because they're jealous. But I suppose I could change it to their building some sort of bunker hidden amongst the ruins and blu wants it gone. That story could constitute a missile there. But eh, we'll see what happens ;)
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
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Capital idea. I think I'll do just that, especially since it hangs.

Have it over a pit, use the badwater cement animation block thing... then when it explodes use a path_track and have it fall into the hole that just was made when the thing exploded. It'll work perfectly.

btw, its Acegimko's Drill... should be hidden in the models download section.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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My favourite batt map so far. Though i'm not sure about the large ammo and health at last. You should probably split the ammo into two mediums and place them on either side of the track so engi's can setup at more positions. It would also be sensible to split the health into 2 smalls and have them accompany both ammo packs (as seen in goldrush).

The long flank around the back of last goes largely unnoticed; for the 40 minutes we played i used it once at the very end. It should at least be a lot more noticable for BLU as currently the most obvious access point to this flank also looks like a death ledge, not a drop down.

The first corner past CP3 is sort of a large choke for BLU, they don't have sufficient opportunities to flank RED here as even if you climb the boxes to get onto the stone catwalk RED can see you do this and snipe you, or intercept/ambush you at the other end of the building you pass through in order to progress forwards.

I'm not a massive fan of how small the starting area is, but then that's not 100% your fault, but the track design. What exacerbates the claustrophobic feel though are the really high walls that also subsequently cause some large shadows. All of my deaths in the starting area (all be it 2 or 3) were because i got confused and started shooting an ally in the shadows and got picked off by an actual enemy somewhere else.

Putting a roll back zone on the starting slope should help balance the fact that the starting area is pretty much a BLU steamroll; and give RED more incentive to counter-assault.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Double post so you can see this but the wall raising after BLU caps CP1 can be a real nuisance if BLU ninja cap the first point for additional time as they get locked out behind the cart and RED just pin down those 2 tiny chokes. The far flank isn't of that much use as RED can see you come from a mile off and you drop down into a ditch and can get pinned by pyro's and general explosive knock back/sentry knock back.

Having some health and/or ammo in the staging area would mean RED can't defend an assault and then clear up in a counter attack. BLU have the opportunity to setup sentries and health to retreat to rather than get chased down as they run all the way to the spawn gates where the height disadvantage just gets them killed anyway.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Updated to A2C. I'm going to try having the first large door stay open after Blu caps A, just to see what happens. I'd really like to get this map running on a server with many people, perhaps a gameday, before I make any large-scale layout changes (ie, the final point, area around C). Thinking about putting a rollback zone or two in, but not likely unless I really believe they would help.

Having some health and/or ammo in the staging area would mean RED can't defend an assault and then clear up in a counter attack. BLU have the opportunity to setup sentries and health to retreat to rather than get chased down as they run all the way to the spawn gates where the height disadvantage just gets them killed anyway.

Could you explain this a bit further Grazr?
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Updated to A3a. No longer broken.

Reworked a couple areas especially red spawn. Should feel more badwater-like in around there. The opening area will most likely be reworked next. Other than that though, I feel the map plays pretty solid, with a little advantage for blu until the final area. Next playtest will tell.
 
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