CTF CTF Grey 2 fort [Moist]

Solar's Wrath

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Aug 22, 2014
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CTF Grey 2fort [Moist]

This is my first map made for a clan i am part of, "The Moist Clan" this will be the first map of our official server with some exclusive map to is made for this server specifically.

The first map, this one is named "Grey 2fort"

As you can guess its heavily inspired by 2fort, one of my favorite ctf map. The map i large, rocket jumper friendly. I have many hiding spot and such. Many fighting area too.

The map currently need more indication in order to navigate it properly without getting lost. So i suggest you to follow the Grey floor lines. Its the path that lead to both Intel, if you are on one, you are in the direction to either Intel room.

Once near what look like the courtyard of 2fort, you will understand where the Intel room is.

The map will change, for now its really maze like.

I suggest you to tell me what you like about the map with a [+] in-front of it and what you don't like or need to change or even add with a [-]

Thanks for the feed back in advance ^^
 
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NuclearRadio

L1: Registered
Dec 7, 2013
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Screenshots, please?. I'm interested.
 

SSX

aa
Feb 2, 2014
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makes-me-moist-meme-generator-that-makes-me-moist-fa38cc.jpg
 

Solar's Wrath

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Aug 22, 2014
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v1.2 is out

There is now Screenshots, some little bug fixed and some issue like lack of lighting in the sniper area and too much health and ammo pack in the middle.

Enjoy ^^
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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Solar's Wrath

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Aug 22, 2014
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The map is updated again!! Many changes!!

v1.1.3
+added direction way-point and hologram that show the way to the Intel room
+Added lighting
+20% more windows
+20% less boxs
+Added a new path to the Intel room and the room now have 2 entrance

-Screen shot outdated
-Need more unique feature
-Need music in the disco arena
-Need to enhance the layout

I am open to suggestion ^^
 
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Shogun

L6: Sharp Member
Jan 31, 2014
260
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You say you removed 20% of the boxes, to be honest I still don't think that is enough. You have a LOT of boxes.
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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Pros

+ Very interesting visual style
+ Seems like a large map with a mix of complex and open areas
+ Low gravity is interesting, as long as it's not so low that it gives snipers an advantage because of lack of air control. You seem to have picked a good level.

Cons

- It's far too dark. You can't see the surrounding environment when you are outside, and inside feels depressing. For a futuristic feel, you might try experimenting with light-emitting textures, stock (in the 'light/' folder) or custom, and a custom lights.rad file.
- The animated path is confusing, as it seems to be a directional indicator, but goes all around the base. I would get rid of it. The hologram might indicate the direction by the way it is moving, but this is not very clear when you are running around, trying not to get shot. Also, I like to make my own path rather than be confined to the one I'm told.
- There are no arrow signs to tell you where to go for your own intelligence room or to the enemy's base.
- The intel room is accessed through a single long corridor. This makes it easy for the defenders to camp. Put in a second access route.
- When in the enemy base, spawn doors are not marked as belonging to the enemy, they are plain shutters. It may help to put the 'no entry' overlay over the top of the doors, or install some 'RESUPPLY ROOM' prop signs above them.

EDIT: If you put in music, make sure it's nice and compressed, in 128kbps 44.1k MP3. No one likes massive files because of uncompressed music.
 

Solar's Wrath

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Aug 22, 2014
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Thanks for your review and i kinda want to answer to all those points :3

Visual
Thanks I really appreciate it ^^

Map size and area
Well it was my goal to make it large and with multiple room area and have it a little complex ^^

Low gravity.
Hum... well I don't remember putting in low gravity but if you mean adding low gravity yes it would be fun but not if too much low gravity.

Lighting
Well my goal is to indeed have a dark place with lighting like you saw inside, I like the style it gives the map as for outside, I will indeed try to make it more lit up.

Hologram path
Well... everyone complained there was no indication to the intel room and I don't want to use the classic sign its why I made those path. You aren't forced to follow those, they simply indicate in which direction the intel is.

Intel room
Well... just like in 2 fort... there is two way down and two entrance to the room with one corridor between those... I don't see the problem...

Spawn
This seems like something I need to fix, I'll check it out for next update ^^
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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Low gravity.
Hum... well I don't remember putting in low gravity but if you mean adding low gravity yes it would be fun but not if too much low gravity.
Sorry, I think that was a leftover from the server I was playing on prior to testing your map. For some reason, server variables from my previous internet server session are maintained when I run a map locally in the same session of TF2. I don't suggest implementing low gravity!

Lighting
Well my goal is to indeed have a dark place with lighting like you saw inside, I like the style it gives the map as for outside, I will indeed try to make it more lit up.
Fair enough, if that's your goal.

Hologram path
Well... everyone complained there was no indication to the intel room and I don't want to use the classic sign its why I made those path. You aren't forced to follow those, they simply indicate in which direction the intel is.
Given that the objective is to collect the enemy's intelligence, you are forced to follow them, because they are the only indicator of where the intelligence is, and they are everywhere. They take up a lot of space in the player's view, so they are distracting. You could opt to use single signs that mark the way to the intel room, so that the player can use them as a guide and his eyes are free to look around, rather than look at the floor. You can make your own hologram signs pretty easily by cutting your hologram textures in to big arrows. Simple is always best.

Intel room
Well... just like in 2 fort... there is two way down and two entrance to the room with one corridor between those... I don't see the problem...
In 2fort, the two routes down to the spytech corridor meet it at opposite ends. In your map, the two routes down to the corridor outside your intel room, meet at the same end. This gives attacking players only one angle of attack. Defenders only need to camp at once place, the end of that corridor.

Does that make sense?
 

Solar's Wrath

L1: Registered
Aug 22, 2014
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Well... For the light path... I kinda really like those so I really don't know... I kinda want to keep them but so far everyone keep complaining about it and how they get lost...

For the intel room... I understand... I don't know how i'll change it though...

I also kinda have a problem with most of those who tested it... They seem to expect a Vavle official like map where everything is light up and have Vavle's texture when No... Its not my goal...
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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People can get caught up in their expectations. If it doesn't fit the standard in their mind, they can't rate it because they don't have a benchmark to compare it against. I don't care about how it looks, as long as it plays nicely. That's the most important thing. Of course it shouldn't look horrible, it goes without saying, sometimes the appearance of a map can be so bad that it becomes a chore to play on it because of all the visual noise. I'm tired of seeing custom maps come out that closely resemble Valve's older stock maps. But if you want Valve to pick up your map for official community status, then I guess that's the way to go.