Resource icon

CTF Neon A9

9_Loves

L1: Registered
Jan 16, 2017
37
2
Neon - a ravey/ parkour-esk ctf map

ctf_neon is a capture the flag map, you jump between buildings while attacking your foes to capture the flag.

seizure warning
map has a lot of flashing lights.

I made this in under a day
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
I'm sorry, I had to remove this from the bot queue. Your warning is only seen by someone viewing the download page, and people without prior knowledge can really get hurt by this map's effects. That aside, it's also incredibly dark apart from the bright lights, especially the flashing ones. I myself don't suffer from epilepsy, but I too felt uneasy seeing so many flashing lights. Take steps to focus more on layout rather than the seizure-inducing aspects, and get back to us. I understand you haven't spent too much time on it, but I recommend you spend much more time on it before uploading. I also advise to sticking to normal map naming conventions, such as koth_example_a1 or ctf_example_b2a etc etc - without doing so, you run the risk of your map not working properly for everyone due to file conflicts and general confusion.

For any curious, for whatever reason, on what the seizure inducing effects are in this map, you may find them in the link below.

CAUTION - SEIZURE / EPILEPSY WARNING
https://dl.dropboxusercontent.com/u/586461/Models/2017/2017-02-19%2016-55-33.mp4
CAUTION - SEIZURE / EPILEPSY WARNING
 

9_Loves

L1: Registered
Jan 16, 2017
37
2
I'm sorry, I had to remove this from the bot queue. Your warning is only seen by someone viewing the download page, and people without prior knowledge can really get hurt by this map's effects. That aside, it's also incredibly dark apart from the bright lights, especially the flashing ones. I myself don't suffer from epilepsy, but I too felt uneasy seeing so many flashing lights. Take steps to focus more on layout rather than the seizure-inducing aspects, and get back to us. I understand you haven't spent too much time on it, but I recommend you spend much more time on it before uploading. I also advise to sticking to normal map naming conventions, such as koth_example_a1 or ctf_example_b2a etc etc - without doing so, you run the risk of your map not working properly for everyone due to file conflicts and general confusion.

For any curious, for whatever reason, on what the seizure inducing effects are in this map, you may find them in the link below.

CAUTION - SEIZURE / EPILEPSY WARNING
https://dl.dropboxusercontent.com/u/586461/Models/2017/2017-02-19%2016-55-33.mp4
CAUTION - SEIZURE / EPILEPSY WARNING
k, will use fluorescent flicker appearance in moderation from now on
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Please refer to this video for tips on proper naming conventions, you will run into several issues if you do not abide by them.


And just for good measure, all of Crash's videos are very good resources! I highly recommend checking out his mapping tutorials.

Your map is also still very dark, I suspect it may have a leak. Can you pastebin your compile log?
 

9_Loves

L1: Registered
Jan 16, 2017
37
2
Your map is also still very dark, I suspect it may have a leak. Can you pastebin your compile log?
are you sure? I did a compile before doing the update and a recent play for some quick screen shots, and it was pretty nicely lighted
 

The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
are you sure? I did a compile before doing the update and a recent play for some quick screen shots, and it was pretty nicely lighted
Yes, the map is way too dark.

I did a quick run in the map and there are a lot of problems, I would say it's unplayable at this stage, since there is no possible way anyone could get the intelligence.

mUgIEhl.jpg

There basically are only routes to the enemy intelligence. Scout and other jumping classes have 2 routes, but other players have only 1 route. The intelligence is right in front of the spawn room, so capturing it is near impossible task.

R6LpLSO.jpg

The spawnrooms are quite dark (since the textures on the respawn cabinets are black, could also be a leak), also the light entities left some light spots on the ceiling.

sTQilWk.jpg

There is no func_respawnroom

KRijYVj.jpg

The sightlines are huge, so you will most likely be killed by a sniper before you can even make it to the first bridge.


It's too early to say that this map is in beta stage. You basically need to reshape the whole map ,which will take some time. Add new area for intelligence, add new routes and some height variation to make it bit more interesting. Also avoid too long sightlines, since snipers can take advantage of them easily. Also avoid having blue/red lights in the map, since it makes identifying players a lot harder.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
20170220150106_1.jpg

These doors take 5 whole seconds to open and close. They also z-fight with the world around them. It's often best to make these go very fast as to not hinder movement of the players. Also spawn is really bright.

20170220150118_1.jpg

This lip is too high to walk up back into spawn, you need to jump in order to make it back in.

20170220150124_1.jpg

If anyone makes it into mid, they have a direct sightline into the enemy spawn.

20170220150132_1.jpg

Brushwork like this is far too angled to cleanly walk up it. 45 degrees is the maximum walkable angle - anything else will need to be jumped up in order to traverse.

20170220150207_1.jpg

A Soldier can not make this jump without rocket jumping. A Heavy will fall to his death. Almost certainly any class that isn't a Scout or doesn't have extra mobility will not be able to make these jumps.

20170220150312_1.jpg

These two paths to the intel can also not be traversed by classes without extra mobility. You'd need to rocket jump, double jump, sticky jump, flare jump, sentry jump, or build a teleporter on the raised ledges just to get across - some things that aren't readily available to all classes.

20170220150320_1.jpg

Also, the brushwork has some general issues - most prevalent by the structures of the arches and stuff like this at the bottom of the pit. The HUD also appears to be broken.

Hopefully these things can be addressed. You can get something playable out of this, but it needs more work and dedication.
 

suber36g

L3: Member
Jan 20, 2017
134
37
ctf_neon_a60002.jpg

This is a bit to high for the player to walk over.
ctf_neon_a60003.jpg

and this door is messed up, unless you want it that, then congrats!
 

9_Loves

L1: Registered
Jan 16, 2017
37
2
BTW way guys, i consider the middle building and the surrounding area as 'mid', and each 'shopping area', spawn, Intel area, and such is a teams' side.
 

9_Loves

L1: Registered
Jan 16, 2017
37
2
update log
  • added patches to visualize where taken health packs are(btw tell me if there are way too many heatlh packs, I want this to be a fun map)
  • added door at side of mid building(it leads to the shade flank route)
  • tried best to tweak spacing so jumps to mid building are more class friendly (if your a slow crouch, do a explosive or crouch jump atm)

Read the rest of this update entry...