Malice

Malice 2015-09-02

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
CTF_Malice. My old map I decided to update. Fixed errors that were present in the original release. This is RC2 of V2. If you find any errors or have any suggestions before I release it as V2 they are welcome. I will try to get it on to gameday soon. :)

PS. no need to mention incorrect naming. I already know :mellow:


Updated to RC2b
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Nosher asked me to upload it to my server,played it several times,think its good) love ACID near intel
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
Perdy...base exteriors are very TFC-like.
 

Rotab

L1: Registered
Apr 18, 2008
20
8
This pipe could use some clipping.
clipdatpipe.png


Oh, and here, when someone stands on the ledge, and someone tries to take the elevator, the elavator-taker will get hurt.
clipdatelevator.png
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Thanks for play testing. Sorry I wasnt there tonight. I watched the demo and caught a few errors. The funniest of which was watching you guys messing around with the lift and laughing your asses of.
 

Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
i found it very difficult to find my way out of the way, i ended up resorting to jumping off the battlements because that was the only place i could find. I tried to memorize the hallways and the second i thought "hey i think this is it!" I'd find myself in a circle and right back where i started. I'm not saying design the entire base but perhaps consider some signage to point to the exits a bit more clearly

the map is very nice looking though, aesthetically i loved it and it definitely has promise.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Thanks for the feedback from gameday and in this topic.

I have addressed the clipping errors. Thanks Rotab

The hole is the spawn has mixed opinions, some think its too big, some think its too small. I think its alright. If you run over it fast you might miss it but if you are trying to fall down, you will.

I think most maps are difficult the first time you play them. Maybe play it a few times before saying the bases are complicated. The bases are less complex than 2fort.

Also I need some ideas if someone could help. People dont like this ladder. I dont really like it either but I am not sure what to do about it? Should I just remove it entirely or make a ramp or something? Not sure how it could look visually either.

ladder.jpg
 
Apr 13, 2009
728
309
-snip-

Overall it was very fun and looked good.
The inside parts may look a little TFC-ish (not a bad thing either), but the outside definetly has the TF2 vibe to it.
Oh yeah and you may want to tone down the fog on the 3d skybox because the smoke sprites aren't afected by fog and it looks kinda weird.

EDIT : Ok so since you asked, a little more detail

1) I -think- this is problematic : you can put a couple of sentries on the red crosses and essentially negate this route to the enemy. This is not a problem in itself, the problem IMO is the resupply room that is right behind it and makes upgrading a sentry really easy. On the other hand, it an enemy demoman or engineer camps one of those spots, you're in for some trouble, because that spawn room only has one exit, unlike the other one. The ramp is good and should stay here, it allows the defenders to protect one access to their intel and gives them a height advantage, but the resupply room may be overkill ?

Also about that ramp that 'leads nowhere', it's nice but I didn't find out about it while playing. Maybe put an arrow pointing up against the wall ? or something that vaguely hints that this will slide open ?

2) Detail : this looks somewhat wrong, the slide door shouldn't 'cut' the tracks. Make it stop above the tracks and put some black brush behind the door to make it look like it goes beyond ? Add in some striped (yellow and black... thing) brushes on the sides of the tracks to make it look like the door isn't laying on the tracks alone ?

3) Could use the morphing tool here ;)

4) Something looks wrong but I can't tell what :D
(if it's done on purpose, leave it as is)

5) About that ladder, I see a posible fix like that. Pushing the wall a few units back should give you enough room to place a ramp here. But then you'd have a ramp that starts on a slope instead of a flat surface, is it that bad ?)

6) Finally, on those stairs, use the morphing tool, and maybe add a pillar somewhere or something so it doesn't look like they're 'flying', but then it might be annoying to movement/visibilty...
 
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