CTF PhantomTheft

Phantom_Theft

L1: Registered
Jul 13, 2010
6
0
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Reverse chronological changelog below.
 
Last edited:
Mar 20, 2012
391
806
Just looking at the screenshots alone, I am worried a few of the paths might be a bit too narrow (especially in middle, where most of the action of the map will occur). With the lack of a third side-route and the general straightness of each hallway, Snipers are going to be quite powerful in mid. One player can guard both chokes coming out of mid, making it an overpowered Sentry/Demoman position. If you added, say, an underground side-route that connected to mid for both sides, it would be a lot more viable for Spies/Pyros/Scout to play on this map. Otherwise, I don't see myself, as a Spy, being able to get passed what would surely be a spam-fest in mid.

Also, I can't tell - where are the spawns? I'm guessing they haven't been put in yet. For the future, it's absolutely vital that you make sure that the path to and from the flag does not go pass the enemy spawn. If it does, your map will stalemate for an eternity.

For a good, indoor CTF layout, take a look at pro_turbine. Just don't copy its boring aesthetics. :)

Hope that helps!
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I can see two sightlines in the last screenshot, at the center, and they're pretty damn long. Snipers will be dominating in those areas, which is particularly bad because those are the only paths to the intelligence.
 
Mar 23, 2010
1,872
1,696
phantom theft is a pretty cool name
 
T

The Asylum

Most people don't like mirrored maps, it really screws with their sense of direction
 

Baraleth

L4: Comfortable Member
Aug 8, 2008
172
54
Just a thought, but if you were to create an area in between the two middle hallways, that might concentrate most of the action in that spot. Also, like ForbiddenDonut said, add some underground passageways that connect to this middle piece.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
Arrows on the floor don't look good and kind of are strange for the eyes. Regular arrows mounted onto walls are good since they are above the line of sight where you're going to be looking and where you are going. You also seem to have alot of alt routes and spaces that arn't that needed, it isn't a bad thing, it just makes things slightly more complicated.