CTF stripes

Danmar33

L1: Registered
Jun 24, 2014
4
0
My 2nd map, hopefully not shit. Thanks to a bunch of people for feedback, please give me your opinions.
 
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Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Caution! Feedback below:

I just gave your map a quick run-through and some things caught my eye. Generally, the map is small, maybe optimal for something like 4v4 or 6v6?

Good stuff:

8yIuWEDl.png

The theme overall is very clean and somewhat simple. I like that. These ctf_stripes that lead to the intel are great, makes navigation a lot easier.
Also any sentries at the intel room have at least one weakspot, as far as I can tell, good!

Minor misc. stuff:

VNxKSrVl.png

This vent is a bit bright

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It feels a bit clumsy to get to the vent by a double crouch-jump as a defender. You could add an area with some stairs or slopes to the vents or remove the barrels to make this a one-way path.

tC2L0hsl.png

You can crouch under here, but I think that's intentional? If so, add a light to make it easier to spot out the lurking enemy (stealth doesn't really work in TF, IMO, unless you're spy)

vbsjzcHl.png

This door here feels very odd and out-of-place. I didn't even know it was a door before I walked up to it. Realistically, no one would build a door like this, without a path leading up to it. You could add a small path from the stairs up to the door, replacing the boxes. Or you could just simply remove the door.

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You can stand on this ledge. If that's intentional, it feels weird then not to be able to jump over the lower wall.

Major layout stuff:

KTVyLUyl.png

This looks like a path you could take as an attacker, but going there you will only find a dead end with the enemy spawn. This can create lots of confusion on one's first time playing. You could add a path from here somehow to the intel room. Also, the spawn itself has only one way to the intel room (unless you want to run around the whole base). This means that if it gets camped, it's hard to do something about it.

GMJhamjl.png

IMO, the biggest flaw in the layout. Every single attacker HAS to go through one 128 HU wide door at some point or another (located left on the pic). This can cause extreme stalemates as, even if you have only one level 3 sentry on the other side, you'll need an über to counter it. That's not going to happen, as the narrow doorway is so easy to defend. Solution: Make the door wider, add a second route to the room before the intel and/or maybe add another route to the intel itself.
 
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