CTF atomic

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
That looks like the lambda core from half life.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Looks really good.

I'll give it a download and see what it's like.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Hey there's that sexy intel room in download form.

Leaving spawn scouts can catch the door. Could you increase the size of the trigger_multiple or make the door open faster?

In the center I think you should make this a medium health. It's quite exposed despite being at a height advantage. There's a lot of distance from the battlements to this spot. Also what's up with the ceiling normal textures?

Looking around at first glance I like what you've done. Iterating on this is going to be easy due to all the space you allowed yourself. I can't wait to try this out, though I do have some concerns. As it is right now there's only two entrances / exits into and out of the bases. This applies to the intel room as well. Opening up another path or two in and out of both of these areas might be a good idea.

For the intel room I think the water path should be an exit as well. As it is right now you can only realistically use this path to enter the water. From there you are forced to travel along all this just to have to use this ramp doorway.

From here if you've grabbed the intel and you use exit 1 (referring to this screenshot) you have to treck down a hallway that leads into this. You have one path back to the intel room and another path leading out but also RIGHT next to an enemy spawn.

If we backtrack and try exit 2 we get this wonderful series of bending hallways that funny thing also ends with an enemy spawn.

It's going to be a hell of a feat getting out of the enemy base with their intel. But don't get discouraged, I love this start. Hopefully some of this feedback was useful to you and I look forward to trying this out.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Great looking map for starters, I see a lot of work has went into this, and while i haven't playtested the map i had just a few ideas from running around in it for a while on all classes.

1. Holymoly that sightline
EiSYiuL.jpg


2. You should playerclip these as they are integral parts of the map and they hold up movement.
kJHSnVZ.jpg


3. You should probably change all Hp in this area to medium at least. There are only small HP packs on the map to my knowledge, even 2fort has better HP packs than this map (okay maybe that;s a bit too far)
sKyqm4R.jpg


4. Another piece of geometry i would like to see playerclipped, these pipes cause problems with scout movement sometimes because of the circular model effecting whether the scout is in the air and is liable to use his double jump or not.
wjTzPja.jpg


5. You should extend these a bit maybe, scouts get caught on the door as you leave. It's not really too important though.
kYzaRfs.jpg


6. This probably has something to do with your detailing, but when i looked down here and saw the massive blinking red light, i wanted to jump down, and it seemed like it would be connected to the water area at least. Maybe making the drop more noticeably deadly would be a start.
lAFLFT9.jpg
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Can you put nobuild under the water?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
So, a while back I had an idea for how to make CTF a bit less tedious: Make the entire bases into capture zones, so all you have to do is cross the threshold with the enemy flag and you've capped it. The reasoning was, it's technically in your team's possession at that point, and it's very rare that you run into any real opposition between there and the intel room. This map, with its long winding routes back to the intel room, would be ideal for testing out that idea. What do you think?
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
So, a while back I had an idea for how to make CTF a bit less tedious: Make the entire bases into capture zones, so all you have to do is cross the threshold with the enemy flag and you've capped it. The reasoning was, it's technically in your team's possession at that point, and it's very rare that you run into any real opposition between there and the intel room. This map, with its long winding routes back to the intel room, would be ideal for testing out that idea. What do you think?

I'd say have there be large capture zones set at least a little bit inside the base, so that a Scout can't just immediately run back out and attempt another cap.