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CTF felgen a3

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I like this, let's play it
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Thanks to everyone who leaved feedback for the map when it was imp'd. I have already fixed the worst clipping issues, and the overtime problem should be fixed now (I do hope though, that two logic_timers sending outputs every 0.10 seconds doesn't stress servers too much).

However, it seems like the server didn't record any demo, so I have no idea if it even plays well.
Damn.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
I really like the design of your maps dude, gotta love those 45° angles. It seems pretty cool from the screens already.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
A3 is finally done!

version a3
*Improved logic
*Expanded map
*Lots of dynamic signs
*Ans much more!
*Forgot ufo.

Screenshots not updated

Also, would be very happy, if someone could include felgen in an imp sometime.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Those giant light-glow sprites on the signs are an intriguing idea but probably a bad one.

CE1EB111B601F8B460C8FDAE2B54C43FA7E13D76


This is a good example of why.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Those giant light-glow sprites on the signs are an intriguing idea but probably a bad one.

CE1EB111B601F8B460C8FDAE2B54C43FA7E13D76


This is a good example of why.

I can probably fix that by using env_sprite_oriented instead. They are a bit wonky to work with though.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
So, I had some time looking through the newest demo, and I believe felgen is going in the right direction.

One of the major problems ol' redplanet had, were the teams being scattered out too much. The remaining players from the enemy team, after a succesful push on the point, would often held most of the defending team back. While the rest of the team were held back, a single scout would grab the flag and deliver it at the enemy base, since half the enemy team were busy spawncamping, instead of defending.
The small 15 sec. cooldown on capture, allows both teams to first clean the area around the spawn, then regroup and prepare to respectively attack and defend without the fear of loss of time. During both tests, it feeled like there were a greater tendency to push with larger and more organised groups of people, contrary to the single scout pushes frequently seen on redplanet.
It's not rare ocurrence however that lone spies/pyros/scouts roam around the enemy base, while both teams are clashing at their point. I don't know if I should make wacthing the flanks easier. It's probably not that big of a deal, since the teams are unorganized after all.

I'm more corncened about the compexity about the gamemode and layout. The concept of delivering a flag at the enemy base is still very alien to many the first time.
People also sometimes seem to have a hard time navigating the houses between the mid and spawn and insist on pushing through the tunnel/main route, instead of alternating between the routes to work around the enemy.

So if someone have a hard time understanding the layout itself, then please say so and specify which areas are troublesome and why.