Clearwater

CTF Clearwater Alpha 5a

SED4906

L4: Comfortable Member
Apr 29, 2020
189
5
Clearwater - 2CP ADCTF map with open roofs

Trying my hand at creating ADCTF, extensively using a tip about making good roof shapes.
 

SED4906

L4: Comfortable Member
Apr 29, 2020
189
5
I made some things func_detail that weren't before, like the greebles on most roofs, the siderails on some ledges, and the block the flag spawns on. Also made the flag return faster.

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ShadowMan44

L1: Registered
Jul 16, 2021
30
15
What is the theme setting going to be? It looks like alpine
 

SED4906

L4: Comfortable Member
Apr 29, 2020
189
5
That is the plan.
 

SED4906

L4: Comfortable Member
Apr 29, 2020
189
5

SED4906

L4: Comfortable Member
Apr 29, 2020
189
5
I'll get to fixing B eventually, but for now...
Raised part of map and changed related building interiors to accommodate.
Most importantly, however...
Clipped roofs that can't be accessed by all classes.

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
628
355
This map would be functionally the same, if not better, without using a flag. The flag has no sense of urgency in this map (ie, teams don't really care about killing specifically the flag carrier because they cannot instantly capture the control point, effectively making the attacking team entirely useless without a flag carrier); The layout is built much more with standard A/D in mind than what A/D CTF can bring to the table. Aside from the flag though, I think you should add more space between BLU spawn and the first point. It's just too close for an A/D map to be truly effective in its design.