CTF Grumble

HQDefault

...what
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Aug 6, 2014
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Ctf Grumble is a capture the flag map where a large ravine goes into a small cave, where the intelligence is.

The development of the map went something like this:
I'm watching a round of Good ol' Quake Team Fortress
Then I think: "Man, there was a lot of hectic fun in CTF back then. Too bad the newer ctf maps don't do that.

And then this happened.

Basically, the idea I have for this map is for players to have good, hectic, but overall goal-driven fun. Rather than what we have today: Run in, get shot by a sentry, repeat. Although that may or may not be what happens here, look at 2fort and turbine. Remember back when you were a little gibus scout trying to cap the intel. Remember how often there was en engie down there? Did you care? I didn't. I always had fun trying. The old, hectic feeling of ctf TF2 is still there by a bit in 2fort, and I want to try and restore it :)
 
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HQDefault

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Aug 6, 2014
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Sorry for no download yet. I've been working on it all day, and while it is in a playable state, there are a couple of stupid bugs that need fixing tomorrow.
 

Vel0city

func_fish
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Dec 6, 2014
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Mainly because in TF2 CTF means 5 Engineers camping the briefcase. Unless smart map design discourages that and/or makes attacking a whole lot easier.
 

chemelia

yndersn't
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May 11, 2014
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I can't tell for sure, but from the screens it looks like engie turtling would be easier. The flag is also behind the spawn, which is usually a no-no. It's one of the reasons 3fort is almost universally hated by mappers.
 

HQDefault

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Aug 6, 2014
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I can't tell for sure, but from the screens it looks like engie turtling would be easier.

Yeah, the resupply is pretty close... but I don't think there is a sentry spot that will effectively cover everywhere. And if it does exist, then I still don't think it would be too hard to counter.
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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I agree that having spawns placed directly in front of the intel is likely to cause more problems than you think. Even if you designed few sentry spots, you should never underestimate the players' ability to find more that you didn't intend. Also, having resupply lockers nearby will just ensure that sentries can be rebuilt as quickly as they're destroyed. We'll have to see how it goes in testing.

I do like the Danger Canyon vibe I'm getting from those outdoor screenshots, though.
 

HQDefault

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Aug 6, 2014
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I agree that having spawns placed directly in front of the intel is likely to cause more problems than you think. Even if you designed few sentry spots, you should never underestimate the players' ability to find more that you didn't intend. Also, having resupply lockers nearby will just ensure that sentries can be rebuilt as quickly as they're destroyed. We'll have to see how it goes in testing.

I do like the Danger Canyon vibe I'm getting from those outdoor screenshots, though.

I was actually considering changing the ground texture outdoors to look more "dead"
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
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You know this map looks like a giant magnet.
 

Muddy

Muddy
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Sep 5, 2014
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Had a quick run-around cos I was bored.

You have a few dark areas in your map, as well as a long, large, empty corridor which nobody will enjoy traversing or fighting in.

This death pit feels like it was thrown in for the sake of it. It's not clear to me why it's there thematically or what it will add to gameplay, particularly because it's so small that someone being airblasted by a Pyro will most likely end up on the other side of it, rather than actually in it.

It's hard to tell at a glance which of these windows have glass in them and which of them don't. Consider using different types of window frame to denote which windows can be jumped through and which ones can't.

Also something interested I noticed: the resupply station by the intelligence is a lot bigger than the actual spawn room.
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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Oh right, I didn't check that. Though having a spawnroom right next to the intel (and also quite far away from the other spawn room) doesn't really strike me as being the best idea in the world.

Yeah, 2fort did this, and it's not really a good idea IMO. I find it rather annoying when I want to quickly return to an area or intercept someone I saw in my spec cam, but I get dropped in the spawnroom farthest away.
 

HQDefault

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Aug 6, 2014
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Yeah, 2fort did this, and it's not really a good idea IMO. I find it rather annoying when I want to quickly return to an area or intercept someone I saw in my spec cam, but I get dropped in the spawnroom farthest away.

Yeah, thinking about it, I'll probably move the 2nd spawnroom to the other side. But I think I'll keep the resupply station, however. Just for now, at least.

Also, why is it bad to have the intel behind the spawns? I mean literally EVERY ctf map in the game does it!
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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Because you have to push through waves of people coming out of spawn to get into the intel, and by the time you've picked it up, everyone has respawned and you have to fight through them again. It's not as big of an issue in Double Cross because
1. The intel room and connectors are short and fairly small, and
2. It's possible to completely bypass the enemy spawn and nearly every sentry spot,
...but it's still a problem.
 

HQDefault

...what
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Aug 6, 2014
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Because you have to push through waves of people coming out of spawn to get into the intel, and by the time you've picked it up, everyone has respawned and you have to fight through them again. It's not as big of an issue in Double Cross because
1. The intel room and connectors are short and fairly small, and
2. It's possible to completely bypass the enemy spawn and nearly every sentry spot,
...but it's still a problem.

But, there's still the question of why every ctf map does it