Kolob Canyons

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
This is a CTF map with a little concept I came up with:
When your intel is not in its original dormant position inside the intel room, an escape tunnel through the back of the intelligence room opens up, allowing the flag carrier to take a slightly safer route out of the base.

My hopes with this map is to focus fighting in one area of the map, instead of all over the place, like in a majority of CTF maps out there.


New in Alpha 4:

  • Added another route inside the escape tunnel
  • Extended the spawn room to prevent spawn camping
  • Added windows to the bases (Thanks Chrono!)
  • Made exits to the escape tunnel open when intel is dropped
  • Added platform to intel room
  • Finished converting all brushes with a rock texture to displacements
  • Changed one of the small structures that leads into the base into an awning
  • Removed door that prevented defending team from leaving their spawn area if their intel was being held by the enemy team.
  • Added rock stairs to side of base
  • Added another door to one of the exits from the escape tunnel, to (hopefully) prevent engineers from camping the exit.

Archive
Alpha 3:
PUBLIC RELEASE VERSION
 
Last edited:

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Add some screenshots please =)
 

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
Add some screenshots please =)

Done!

Sorry, I was in such a rush to get this on the site, and in time before gameday fills up, I forgot to put screenshots in!
 

[O]

L3: Member
Mar 21, 2009
121
27
i really like that one way secret passage. great original idea.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
When we played this map yesterday, it was a lot of fun, and not a huge sniper fest that every other ctf map is. Here are some suggestions:
Team_Fortress_2-20090427145655.jpg
This is so you can intercept the flag carrier, as it is impossible to stop it otherwise.
Team_Fortress_2-20090427150315.jpg

Team_Fortress_2-20090427150728.jpg
 

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
Updated to Alpha 4

Changelog:
  • Added another route inside the escape tunnel
  • Extended the spawn room to prevent spawn camping
  • Added windows to the bases
  • Made exits to the escape tunnel open when intel is dropped
  • Added platform to intel room
  • Finished converting all brushes with a rock texture to displacements
  • Changed one of the small structures that leads into the base into an awning
  • Removed door that prevented defending team from leaving their spawn area if their intel was being held by the enemy team.
  • Added rock stairs to side of base
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I think it'd be really interesting if you added a ..catwalk I guess, around the top of the intel, and maybe have a path from the cave outside leading to there.

I don't like the old doorway in the middle of spawn, makes it feel like you're leaving spawn when you aren't.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
I enjoyed it =) normally CTF isn't my think but i liked the way this played.

Few things i thought of.

This area is HIGHLY under used it felt like and looked like.

33wjsi3bb29m6i8eybgu.jpg


It might be to open, or just not worth crossing. If you are up there in the middle, you have 2 spawn rooms coming out looking right-at-you =(

Other thing i noticed was a good 80% of the traffic was lower level and the reasoning i thought was..

s9w7jylpg5l7p26mi6k7.jpg


From the middle to cover was only a few feet. You make it across that 8 feet and you are protected from both sides, also its the quickest path. Maybe short it up some will help.

Also in both those screenshots it would be nice if the rocks in the corners came out a bit more to allow people behind them. Small hp/ammo or turret/spy stop. etc.

=)
 

engoldin

L2: Junior Member
Apr 10, 2009
80
10
I know you've got a lot in the works for this one tom. Keep at it. It's comming along. Just a couple reminders. Outside area feels really sparse and open. It isn't wrong but it dissuades people from using the area as a battleground as they have little to work with. The result is that traffic and combat increase inside the respective bases. The indoor battlegrounds (bases) feel congested. The gameplay that you end up with as a result will probably be of a lower quality.

Indoor space needs to be broken up more. The area is large but it plays like one big room. You've got a lot of vertical space to work with in that main artery. I'll be interested to see the use you put it to.

You know I agree 100% with Dj's comments... I made them to you before ^^. Map's pacing feels good. Excited to see where the new routes end up and how they play out. You've got something here buddy.

Oh and I'd take a global look at all entrances and exits and evaluate whether or not a door is in order. The fewer the better but sometimes they're the best option.
 

Tinker

aa
Oct 30, 2008
672
334
I really liked this map back on playday. Except for the obvious playerclipping faults, I'd like to suggest to make it more clear there's room under the stairs in the base (especially to the alternate route) - add lights, it's really dark there, and maybe some props to make it stand out.