Suicide

Stinkpackage

L1: Registered
Apr 1, 2009
5
1
This is my first map.


Ok, now that I've got the plea for clemency out of the way, it's a CTF map which I spent a LOT of time planning and TRYING to address some of the gripes about 2Fort, as well as add some ideas of my own.

The main features are:

1: A train which runs through the map under each base and across the central bridge. (hence the "Suicide")

2: 3 ways to get from base to base.

3: a "secret" but risky way into each base which takes the player almost straight to the enemy intel.

4: Within each base are two distinct routes to the intel, so defending is harder.

Obviously it's an Alpha version so the eye candy is still to appear, though I threw in a few props etc, to break up some of the monotony whilst I had some time....
 
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Apom

L6: Sharp Member
Sep 14, 2008
366
65
This could be interesting, althoguh those interior areas seem a bit large. Is there any chance that you will put an overview shot so we can have an idea of the map ?
 

Stinkpackage

L1: Registered
Apr 1, 2009
5
1
Overhead screenie:

hl22009-05-0814-04-28-89.jpg


It has turned out to be a fairly big map (wide, rather than distance between intel's) and will probably suit 20+ players more than smaller numbers. It SHOULDN'T be too big, but only time will tell.

I've tried to make the map less prone to turtling by making the only surefire way of guarding the intel being to have a sentry (or two) in the intel room itself, sentries placed anywhere else CAN be bypassed totally.
 
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Apr 13, 2009
728
309
First map we played tonight if I remember correctly, the main problem was, we had a hard time finding where we were supposed to go at first. It could use more signs, to make it clear where am I, where is my intel, and where is the general direction of the enemy base.
As expected the middle ground led to sniper wars, but it seems it could be circumvented if we wanted to.

If I remember correctly, we weren't too many to play at this time though, so it's hard to tell if it would stalemate if it was crowded.

Overall, the layout felt ok to me, it was fun, except for the first 5 minutes where most people seemed to be lost :D
 

Stinkpackage

L1: Registered
Apr 1, 2009
5
1
Thank you for taking time to give some feedback, much appreciated.

I actually thought I'd gone way overboard with the signage, hmmm, ok....:blush:

As far as snipers go, I tried to make it less sniper friendly than 2Fort and, as you've said, there are plenty of ways of avoiding them, just a matter of knowing the map I suppose.

My intention for the map to be less turtle friendly seemed to work, though any more feedback would be great, I need to know whether it's worth taking this to beta or not.

Thanks.:)
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
I don't remember too many negative comments during the gameday and had a lot of fun playing this map.

Remembering that this is just an alpha and has yet to have suitable eye candy applied, here is my 2 pence worth....

Pros
Good signage - I still can't believe peeps were saying they were lost...??:confused:
It looks Sniper friendly, but (if you discount Ravidge) the sniper didn't seem the dominant class...
Big rooms, and I don't think too big
Nice sewers and good brushwork there :)

Cons
I believe the spawn rooms are a little small, but I could be wrong.
I think the time between each train needs slightly longer.
Could you make a structure change to allow you to ride the train over the bridge?
Blu intel room is too dark (or is it red??) - anyway, one is way too dark...

On the whole, a very good effort and I can see pretty clearly that you have put a lot of thought into the design on the class-balancing side.....

Nosh
 

Stinkpackage

L1: Registered
Apr 1, 2009
5
1
Cheers Nosh.

RE: your cons....

1) I can easily enlarge the spawnrooms, but haven't had any other complaints about them so far.

2) The time between each train NEEDS to be at this frequency as any longer and the tunnels will become the primary route in and out of the bases. I made it so a heavy can JUST get down the tunnel before the next train. (though watching the replay of the gameday, only one or two people actually investigated the tunnels)

3) I could remove the roof over the bridge to allow people to ride the train but it'd make the map more sniper friendly.

4) Blue intel is a bit dark, yeah. I'll fix it for the next version once displacements etc are done *cough*


Thanks for feedback, though TBH I'm pretty disappointed that this has had over 300 views and 20+ people played on the gameday, yet only two people have seen fit to leave any feedback. I would have really appreciated a bit more.

Oh well.
 
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Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Cheers Nosh.


Thanks for feedback, though TBH I'm pretty disappointed that this has had over 300 views and 20+ people played on the gameday, yet only two people have seen fit to leave any feedback. I would have really appreciated a bit more.

Oh well.

Heh - don't lose heart my pungent friend! ;)

I think you should get it on the next Gameday and get some more testing, IMHO.

The source TV is invaluable and can help spot 'dead points' of the map (either poor level design or pi$$ poor signage) that can help with any further tweaks. :thumbup1: The more of these you get, the better!!

Although you may think that your map is great (and I do think it has the makings of a real good un) it may need more testing to just iron out any potential issues that can't be seen by the map maker who has just spent weeks gawping at hammer, clipping brushes like a bar steward! :D

If you want me to do some displacing for ya, the offer still stands!

Either way, I will be there at the next gameday when you decide to run it.... :thumbup1:

Regards
Nosh.