WIP - CTF_London_Bridge

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
Well, just the other night I was given a great idea for a simple CTF map. The idea allows the map to be huge, and at the same time, makes gameplay more challenging.

This map consists of two "barracks" and a bridge over a wide river. There are spawn rooms in each barracks, which serve as home bases for each team. On either end of the bridge, there are towers which serve as forward spawns. A single CP in the center of the bridge controls the gameplay.

Ownership of this CP grants the team which controls it a forward spawn on the opposite end of the bridge than that of their base. At the same time, spawning at the base is disabled as long as this point is under that team's control.

Also, while under control of this CP, a flag will appear in the center of the enemy barracks that you must run back to your team's base in order to score. If the enemy team takes control of the CP at any time, this flag will be disabled, and the gameplay will flip.

I'm sorry I don't have any screenshots at this time, but, so far this is ONLY and ALPHA release. Buildings have not be textured yet (they are only color contrast coded). However, ALL MAP MECHANICS WORK! This map is fully functional, and future releases will have health/ammo, props, scenery, and eventually a full 3d Skybox.

For now, try out this map and let me know what you think. I've built this map with expansion and contraction in mind, meaning that I am willing to resize it and/or add even more paths in and out of the bases.

Here's a link to the map:
http://www.mysticsofstormwind.net/mos/downloads/ctf_london_bridge.bsp
 
R

rasnarok

Just did a 10 minute run through of the map and I've got some feedback:

  • The map is very big. I'm not sure what game size you're aiming for but if you're designing a map for alot of players, the size seems about right
  • As far as I could tell, when you fall into the water there is no way to get out without changing classes or teams and killing yourself
  • The 'bridge' part of the map is very open, as the previous poster said. This entire area will be easily abused by snipers. You could fix this by adding alot of entities across the bridge or even over it. I don't really know what the London bridge looks like but if you're going for realism then you probably don't want to change your design too much if that's what you're going for so you might have to try something else to solve this problem.
  • The two little buildings to the sides of the control point in the middle of the map also look fairly pointless. I can't imagine the second floor having much use but the top floor will, most likely, be a popular area so maybe just cut out the second floor by spiraling stairs up from the bridge to where the third floor is now.
  • There's alot of windows in the buildings and they just look out of place with so many of them around. This is probably just because there are no textures on the walls for the windows to blend with but keep that in mind
  • The gameplay mechanic of a control point/flag combo sounds great and I'd love to actually play a full game on this map when it' s completed to try it out

By the way, these points are just my opinion, obviously, so don't take them as me saying it's a bad map or telling you how to design/change your map. It's good so far and I'll be keeping an eye out for future revisions :)
 
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SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
no, that's the sort of criticism i'm looking for =)

i agree with you that the second floor of the bridge spawnrooms are pretty pointless. I'm going to add some windows there on the second floor so that it'll be a bit of an outpost. but like the windows in the main buildings, they will be difficult to shoot out of, and they will have a limited field of view. this room is mainly for decoration. (there are going to be a lot of unused spaces in this map, unfortunately)

tbh, i couldn't find out the name of the bridge this design is based off of, i know it's somewhere either in england or france, and more digging on wikipedia would prolly reveal some answers. but, this is mainly a working name for the map. later on there will be some buildings added in a tudor style around the edges of the map, so as to make it look like you are in a european city. all my maps so far have been indoors, so this is still a challenge to me.

lastly, you can easily get out of the water simply by walking up any of the shores. they're slanted just for that reason. If enough people like the idea, I'll add a sewer system ala' 2fort as a secondary entrance to each base. I sorta feel that the single entrance is too much of a choke point.
 
R

rasnarok

I tried to walk up the slanted shores as a scout but was unable to.