Arroyo

CTF Arroyo b9_fix1

Micnax

Back from the dead (again)
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Apr 25, 2009
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General information:
Previously known as ctf_micnax_72, this is the map I made for the 2012 72 Hour Mapping contest!
The general plan I was aiming for was to have a Gorge theme based around a small valley with a trainyard, playing much like DoubleCross while avoiding the main problems contributed with Capture The Flag maps.

Contest stats:
Time allowed: 72 hours
Time spent: 34 hours 13 mins
Crashes: 4
Versions before final: 5
Original layout: http://i.imgur.com/Cxt32.jpg
Complete build progress video: https://www.youtube.com/watch?v=8NFh0IPXC9g
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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I like that someone else indicates doorways by just drawing black bars over the wall. People think I'm crazy for doing that.
 

pl

L5: Dapper Member
Mar 6, 2009
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I do it for windows :p (not doors though)
Layout looks nice by the way, I like the Double Cross approach to it.
 

Micnax

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Apr 25, 2009
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Back! Back onto the front page I say!

Here's the layout I'm working with for Alpha 2:

YCeZ0.jpg
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
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I assume that thing that looks like a titty is the intel?

I'm not seeing it.

Fun map! Very fun indeed. The only problem is scouts who run out of the intel room and take the stairs, running along the trains, are pretty much out of reach from those on the bridge/in the water. Makes for too easy a cap. Need to have a way to stall scouts who take that route, or move them onto the bridge.

Or maybe not, maybe it's enough of a disadvantage wasting time getting onto the train (but I would say it's not). Maybe if getting up onto the trains in the first place was more difficult then scouts would have a choice - danger now or danger later?

Overall though this was really fun, especially for ctf. Like a mini doublecross with less of the stalemate. I hope you continue with this! Gorge theme, remember
 

Micnax

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Apr 25, 2009
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It's here! Woohoo!

Now submitted into the contest, after a gruelling 34 hours and 13 mins over the course of 72 hours! I recorded myself creating the map from scratch on my stream, so I'll have a speeded up compilation up soon.

Some screenshots:

2012-07-02_00007.jpg

2012-07-02_00008.jpg

2012-07-02_00004.jpg

2012-07-02_00011.jpg


Also, the final compile log:
http://i.imgur.com/WSDgG.jpg

I hope you enjoy it!~
 
Mar 23, 2010
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i really like the size of this map
 

Micnax

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Apr 25, 2009
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Alpha 6 is here! Now under a new name!


Changelog:
- Renamed map from ctf_micnax_72 to ctf_arroyo.
- SO MUCH DETAIL ADDED OH GOD HOW IS THIS AN ALPHA.
- Changed a few ammo packs into health packs to avoid sentry camping.
- Added an extra route out of the sewers on both sides closer to the intel room, let me know what you think of how it plays.
- Added a custom soundscape.
- Added TWO easter eggs!
- Changed the skybox to the one used in cp_gorge, but kept the old environment settings.


i really like the size of this map
I'm glad you do!
 
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Micnax

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Beta 1 is here!


Changelog:
- Added more detail areas to fit with the theme.
- Got rid of the train engine in one of the back areas and replaced it with another boxcar.
- Clipped a few areas.
- Changed the default radar dish to Aly's superb custom one.
- Hopefully packed the custom soundscape correctly.
 
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Micnax

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Apr 25, 2009
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Beta 2 is here!


Changelog:
- Added some railings near the bridge off to the sides to fit the theme.
- Added some more detail areas, most notably near the intel rooms, spawn and in the main trainyard room
- Added HDR
- Added custom soundscape (hopefully!)
- Deciding on moving map up to Release Candidate soon
 
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Jeremy

L11: Posh Member
Oct 24, 2010
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Two pages in and already a promised RC?

daaaaaaang
 

Idolon

they/them
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Feb 7, 2008
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I think there's a lot more detailing to be done before you go rc, especially in this room. You could add lots of pipes, dials, whatnot to make this room more visually interesting. The rest of your map also looks a little underdetailed; look at Gorge for examples on getting things more visually interesting.

That's not to say that it looks bad, but it still looks like a first beta.
 
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Micnax

Back from the dead (again)
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Apr 25, 2009
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I think there's a lot more detailing to be done before you go rc, especially in this room. You could add lots of pipes, dials, whatnot to make this room more visually interesting. The rest of your map also looks a little underdetailed; look at Gorge for examples on getting things more visually interesting.

That's not to say that it looks bad, but it still looks like a first beta.

Ah, yeah, I almost forgot about the sewer room. I'll work my magic on it and such and have a run around Gorge a few times.