CTF novelty

wareya

L420: High Member
Jun 17, 2012
493
191
current version: alpha 4
screenshots/download out-of-date, check the TF2maps fastdl servers

I just kind of made this.

Every ingame staris is properly bulletblocked.

The only thing I'm worried about for gameplay is stickyjumps away from the intel spawn, but on the flip side it would be bad if I made a proper intel room because engineer exists.
 
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Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
2c3d391e21e5d20af0874871ae1c77b9.jpg


This is still all I can see in your map. Also kinda looks confusing seeing as everywhere looks so similar.
 

wareya

L420: High Member
Jun 17, 2012
493
191
I'd do that, but it kills how interesting it is for people to jump *in*. If someone thinks of something that lets you jump in, but doesn't let you jump away, I'll do it.

I think that having the intel in the back of such a large set of open areas actually helps a lot. It's really hard to pick up the intel with enough health to jump away AND not totally own the area anyway.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
If you allow people to jump in over the buildings, they'll just jump out again over the buildings. If you want them to enter the intel room quickly through one route, then exit through another, there are a few examples in game of this in action.

ulcYVqE.jpg


The vents in turbin which leads into the intel room put you almost right on top of the intel itself, but you're completely blind going in, so you have no idea how if there is going to be a sentry or a heavy waiting for you below. Most importantly, after you drop down from the vent, it's impossible to get back up.

aI5B745.jpg


The dropdown on Badlands is another example of this, although this is much easier (although still quite difficult) to jump back into with soldiers/scouts/demomen.

UMHZS6m.jpg


Another way to keep people from entering quickly and exiting quickly through the same route is to use one sided entrances like this one on Thundermountain. Personally I'm not a huge fan of these mainly because it's easy to become frustrated when you run towards it thinking it's an escape, only to run straight into it and die as a result.

Sorry for the huge reply, but I thought I could provide some useful stuff.
 

wareya

L420: High Member
Jun 17, 2012
493
191
I totally forgot that one way doors are legitimate in TF2. All you have to do is slap a stop sign or something on it somewhere to make it more obvious.

The problem with doors is that opening speed and low height make it hard to sticky/rocket jump through them at high speed and high distance.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Isn't it a bit early to be thinking about that? It's still only in early alpha; have you given up on improving the layout already?
 

wareya

L420: High Member
Jun 17, 2012
493
191
Yes. None of the trivial changes I came up with worked, and there aren't any critical flaws. If I wanted to improve it substantially, I might as well make a new map.

I also don't feel like detailing it, and I might never feel like detailing it, so I'm giving a chance to anyone else.