ctf_corridors

CTF ctf_corridors a4

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Looks pretty good. Hopefully I can play it on the Gameday.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Lookin' good!
Small issue, the ramps near the Intel are very steep, they look like a 1:1 ratio, try something closer to 2:3 or 1:2 for a better gameplay experience, it also wouldn't hurt to extend them across to the wall, plus it looks nicer :)
 

It's me sized!

L1: Registered
Jul 18, 2015
31
4
Pretty much an overhaul of the map
I changed the sizes of rooms, I added a second floor and basement, I added new rooms, a new vent entrance, and more!
2015-08-30_00012.jpg


Read the rest of this update entry...
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Still looks absolutely massive.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Yeah areas od more that 1000units withouth sever height variation or something to break it is terrible. Its another reason why a roof was added to the 2fort bridge in tf2.
 

about drew

L1: Registered
Aug 3, 2015
47
14
I learned the layout relatively easily, but it took forever to run from intel to capture zone. The corridor idea is really nifty, but the map is so big that even as a scout I would be afraid of snipers. It takes a long time to get to any place, and I imagine it would become tiresome to get all the way to the other base, run back to your base, and have to do it again. Not to mention the fact that players will be really really spread out in such a large map.
All in all, I really like the different options of getting to the enemy. It looks like it will be fun!
 

It's me sized!

L1: Registered
Jul 18, 2015
31
4
Okay, so even after scaling the map down, I was still told it was huge. So I thought "What if I use the map's size to it's advantage? So now, the flag and capture point are separated, and you capture a teams flag in that team's base. The flag starts on one side of the base, and you need to get it to the other side, the capture point being much closer to the enemy team's spawn. This gives two places to offend, and two places to defend. Hopefully making this map a more interesting experience.

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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Oh, neat. You're using my ctf concept.

However, I feel like I should point out that a gamemode change isn't going to automatically fix any scaling issues your map has. The major offender is mid, really. Here's a quick, crappy paintover of some basic things you could do.

yVKwtNb.jpg
 

It's me sized!

L1: Registered
Jul 18, 2015
31
4
Oh, neat. You're using my ctf concept.

However, I feel like I should point out that a gamemode change isn't going to automatically fix any scaling issues your map has. The major offender is mid, really. Here's a quick, crappy paintover of some basic things you could do.

yVKwtNb.jpg

Actually, in a4, That's just about what I did, kinda.
2015-08-31_00003.jpg

I might vary that area you pointed out a bit more next version though.