CTF Beach Party

TehStoneMan

L1: Registered
Jun 15, 2012
46
5
In this map, RED and BLU have gone to the beach.

The goal is to grab the beach ball (intel) from the center of the beach, and take it to the other team's party tent.

At the moment, this is basically just the blocking out the main play area.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Some images would be nice (plans and such, since it's still in Planning stage).

Also I'm loving the name.
 

TehStoneMan

L1: Registered
Jun 15, 2012
46
5
Well, most of the planning has been done in my head, so there are no plans to show, but I have an A1 that is just about ready to release in a day or two.
 

TehStoneMan

L1: Registered
Jun 15, 2012
46
5
OK, I now have an A1 up. It's basically just blocking in the assessable part of the map, so go ahead and rip it apart. :)
 

phi

aa
Nov 6, 2011
832
1,815
2012-07-17_00001.jpg


There is a bit of a sightline issue here
Please add some cover, buildings, height variation etc to make this whole area here more interesting and less sniper-friendly.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
It's very flat and it would help to be team colored. PDT is right, sightline is a big issue, there isn't much to duck into or hide behind.
 

TehStoneMan

L1: Registered
Jun 15, 2012
46
5
A2 is now up - https://dl.dropbox.com/u/60100091/ctf_beach_party_a2.bsp.bz2

Just some minor changes, but I would like to get an opion before I start work on the next update - Would the map work better if the curve was reversed?

What I mean by that, is currently the mapp curves from the red tent up to the right. As PDT pointed out, this has some sightline issues. But if instead, the map curved up to the left around the cliffs, it could block off those sightlines, although I do see the potential for that to introduce other sightlines.

What do people think?
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
You could extend the rocks a little towards the sea. Use them as walls to break up the sightlines and make a few tunnels trough them.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
While those changes are nice and all, it doesn't change the fact your map is still massive open field.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
This remembers me of TFC Flagrun Map. Or ctf_chaos.
 

TehStoneMan

L1: Registered
Jun 15, 2012
46
5
OK, recent gameday identified a problem with the map, in that the server reports "Map differs from server" when attempting to join the game. Does anybody have any suggestions on what could cause this?
 

TehStoneMan

L1: Registered
Jun 15, 2012
46
5
OK, this is the A4 release. I had already started texturing the tunnels, but was waiting for gameday feedback on A3 before finialising, but because of server problems related to this map, did not happen.

I still don't know what was causing the "Map differs from server" problems with the A3 version, but I built my own LAN server for testing, and this version works.
 

TehStoneMan

L1: Registered
Jun 15, 2012
46
5
After reviewing the gameday feedbak, I have decided to revisit one of my original ideas for this map, and place the "intelligence" beach ball inside a giant sandcastle like structure. This gives a break in the centre of the map, cutting off the long sight-lines, and allows me to raise the height of the ball.

sandcastlez.jpg


I have also moved and duplicated the water-side rock formation quater-way towards the cap-points.

And Yyler - As a sniper, no, you can't get up there. Snipers don't have the double-jump ability needed to access the upper tunnels. :)