CTF INDUSTRIAL

CTF CTF INDUSTRIAL 2016-01-09

ArrowFlint22

L1: Registered
Nov 22, 2015
35
2
CTF INDUSTRIAL - ctf

My second map! Yes the First version may be a little rough around the edges I'm still working on it. YES a1 IS THE PROTOTYPE... Enjoy!
industrial1.jpg
industrial2.jpg
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
If your map is fullbright, it will break the server and cause the following maps to be fullbright. It's a good idea to add some lighting if you plan on anyone playing your map.
 

Jethro

MUSty Complainer
Nov 2, 2009
287
281
If your map is fullbright, it will break the server and cause the following maps to be fullbright. It's a good idea to add some lighting if you plan on anyone playing your map.
Removed from the bot-impromptu-list for the above reason.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Aside from the lack of lighting, here's a handful of other things you should fix before getting this tested:
  • Visible trigger brushes on both spawn doors (trigger textured brushes that you forgot to tie to an entity, perhaps?)
  • Blu's spawn door does not close after being opened
  • Both teams can enter Red's spawn room
  • Lack of resupply lockers in spawn rooms (full health/ammo pickups are not a good substitute)
  • The shorter crate outside Red spawn is non-solid
  • There are pickups in Blu's intel room, but not Red's
  • Lots of long hallways that could be abused by snipers
  • Map is overscaled - walk distance between intel rooms is painfully long
  • Ramps in the courtyards outside spawn rooms are not the same on both sides
I suspect your map has leaked, too. Check the compile log for leak reports, and patch them up if you have any.
Here is a guide on building proper spawn rooms and doors.