Experts Opinion on this layout

Toxindude

L3: Member
Aug 2, 2012
103
4
I am looking for Expert opinions on this layout. What would you add. Wondering if I should add more to this.

What you are looking at is a stairway leading down to a long hall that splits leading to the Flag room. I am doing this in a effort to make my map shorter and not so big.
Pit_War.jpg
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
CTF maps should be approached in a remarkably similar way to bomb defusal maps in Counter-Strike. Looking at ctf_converge and ctf_caboose (both are invade-style maps, which is something you should definitely consider) for reference, there are usually three to four distinct, separated routes to the flag room. However, along with these different routes is the ability for the attacking team to quickly switch route they are using, making the gameplay more dynamic - offense has more room to maneuver, and defense can't turtle as effectively. Let's take a look at the layout for Converge.
2ZuxT.jpg

I've drawn in all the routes, since it's a little hard to see what's going on. Now, compare to de_dust2:
2ZuHN.jpg

It's a different game, but the concept is remarkably similar.
 

Toxindude

L3: Member
Aug 2, 2012
103
4
Thanks for the response so far guys its helping alot. Most of my additional questions are on the drawing below.

Pit_War-1.jpg
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
you still funnel players through a single narrow path

one team will sit in one side of it, other on the other and noone wil step into the no mans land between them unless they feel like suiciding

also "these" will have sentries in them and im not sure i'd want that kind of sentryspot
then again im not sure i wouldnt want it
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
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That still seems to be funneling all action through one door. The only time all paths should converge is right at the objective, you always want at least two routes through. Have the stairs lead to different sides of the interim room (instead of a mutual landing/doorway), or give one of the staircases a side branch that come around to further towards the flag, or similar.

To boil it down: if defenders never have to turn to aim at another entry point, then every single rocket and stickybomb will be on that door.
 

Toxindude

L3: Member
Aug 2, 2012
103
4
With the 2 additional Dark blue arrows wouldn't that be adding 4 doors into the room. Two near the Flag stairs and 2 up top near the window ?

I will work on it more and post something later today. Thanks for the advice guys :D
 

Toxindude

L3: Member
Aug 2, 2012
103
4
I guess I have nothing better to do lol

Pit_War-3.JPG
 
Sep 7, 2012
638
500
That looks a bit better in terms of the number of routes, but exact symmetry tends to be boring (considering it will be mirrored AGAIN on the other side of the map!)
 

Toxindude

L3: Member
Aug 2, 2012
103
4
That looks a bit better in terms of the number of routes, but exact symmetry tends to be boring (considering it will be mirrored AGAIN on the other side of the map!)

Thanks, I could work on the back half of either base being different in terms of layouts might make it interesting. Most ctf maps seem to be mirrored anyway.
 

Toxindude

L3: Member
Aug 2, 2012
103
4
nightwatch is referring to the fact that you've got the exact same corridor dimensions on either side of the intelligence, not that you'll have a symmetrical map.

Oh yeah guess I should have caught that. Well thats ok simple to change something like that up. I haven't gotten that far anyway. the only room I have drawn into the map so far is the center rooms with the circle in it.