Vector

CTF Vector Final

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Icarus

aa
Sep 10, 2008
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vector_promo_v1.jpg


Vector (CTF) Release 1.0
by Eric "Icarus" Wong
Email: ericgfwong@hotmail.com
Download: FPSBanana
Mirror: TF2Maps.NET

Featuring: The Ultra-Sapper (Intel Replacement), by Rexy

A classic game mode --with a twist!
Hidden away behind an electric company front is a sprawling underground RED base. Control rooms direct remote operatives, and ominous devices are constructed in mysterious voids. Unwilling to live with the fact that RED has a fancy new

machine, BLU develops a super-powered ultra-sapper and sets out to destroy RED's contraption before it can be activated.

Vector is a three-stage Attack & Defend map, similar to Dustbowl, except a large ultra-sapper is required to capture each progressively fortified Control Point. Teamwork and coordination can be used to create an alternative means to

victory other than brute force. Teammates can create a distraction long enough for the carrier to speed by and capture the point. Just don't forget: the RED team can block enemy captures by standing on the Control Point.

Objective:
BLU wins by bringing the Sapper to all Control Points before the time runs out. RED wins by preventing all Control Points from being captured.

Other Notes:
RED can block captures by standing near the Point. Dropped Sappers returns to the Base after 60 seconds.


Special Thanks:
Broken:Tripod-Turret
Shmitz
Phil
Eerieone
Dr. Spud
Shmitz
Supertoaster
Artesia
A Boojum Snark
Rexy
NovaSilisko
Radaka
Void
www.tf2maps.net
www.clanwoof.com
 
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Phobos

L3: Member
Feb 22, 2009
130
50
"Tags: Made into 20 maps later" :lol:

The map looks interesting so far. The small capping huts are sticky heaven, but I believe that's a necessity with the fast capping mechanic.

I'm not sure about the two large med kits in the first area (not counting the one in the house). I know that red needs the some advantages to keep the flag carrier away, but two seem a bit much. Maybe the one on the left side (coming from blu spawn) should be reduced to a medium one.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I took a page from Dustbowl when placing pickups. We'll see how it plays on Sunday.

I'm pretty much shooting in the dark here, since there's no real standard for these kinds of maps.

BTW, can anybody confirm if the custom announcements are working?
 
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Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Can't wait to check out A2, what was hanging me up about A1 was it seemed underscaled (I think that's the first map I've playtested that has been underscale). I'm sure plenty of other gameplay issues exist, but that seemed to prevent anything else from being readily apparent.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
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We played it some 30 mins ago, and it was quite fun with ~12 ppl. It seemed the first point was bit hard when you put a sentry in the cp building, but the 2nd point seemed more easily than the first, don't really know why.

Anyway, can't wait to play the other stages. :)
 
May 23, 2009
205
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lol @ the tags, I think some mods might need to start cleaning up thread tags....
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
idk Icarus, I think these could become your tags. I mean, I tag my projects with my name, but you could skip that and stick with these :D
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Lookin good

I WILL be reminded of the movie 'Airplane' every time I see this, though. Not a bad thing

"What's your Vector, Victor?"
 

Icarus

aa
Sep 10, 2008
2,245
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Tested on full server. Conclusion: CP2 fun. CP1: Spawn campy

I will increase RED spawn back to default and do something to CP2 to make it easier to defend
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
It was like dustbowl 2-1 attackers spawn. The defenders just needed a sentry or 2 then the rest of the team just hailed arrows and grenades into the spawnarea.

Ubers shouldn't be needed for the FIRST point of the FIRST stage, Just my opinion.

Other than that it was fun and the announcer worked well.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
It was hard to know how the map played (in terms of how well balanced it was) because the teams were somewhat stacked. But i'll give the best advice i can from what i experienced.

I believe the CP1 hut would benefit from being larger. There was no real way of defending it from inside and was generally ignored by players (It's a goal and should therefor be something significant). Also it was incredbly fiddly trying to fight on the roof because of its small size. Outside, a sentry on the left (to attackers) was impossible to destroy were there enough players defending the other side. Players had to drive up the middle with no choice of alternate paths which made defence too easy/simple and snipers overly powerful. Area 1 was nice though and had good SG positions but you should reduce the amount of places that can look into the attackers spawn/upon the attackers exit. Snipers had a field day picking people up on the approach out of spawn and it suffered from a lot of spam too. The battleline should not take place at the spawn exit, allow players to take ground prior to the CP objective.

The second area was a completly different story. There were no real sg positions other than inside the CP hut which also suffered from being quite small and insignificant. There needs to be a way for the defenders to defend from a flank as they have only one access point to the area whilst the attackers have about 5. Having a choke point right outside your spawn is not good. Decrease the spawn waves for CP1 and probably leave them at their current rate for CP2 if not reduce the waves by a minute amount.

Summary:

CP1 Even a bad team could defend CP1.

Reduce the amount of different locations that can directly see the attackers exits (namely the primary exit).
Reduce visibility to the inside of attackers spawn from outside and players ability to effectively spam into it.
Either create a more seperate alternative route for area 1 as there is only one (if not wide) attack route. Or atleast provide more central cover/ground for attackers to secure so they are not constantly trying to fight their way out of spawn.

CP2 Even a good team could not defend CP2.

Attackers had atleast 4 ways, if not 5 to access the second area. Reduce this to focus combat.
Defenders had 1 access point/chokepoint into area 2. This should be increased so they have a chance to exit spawn without being spammed/sniped.
A pyro medic combo flanking from the left is endgame. It is out of sight from the main defenders (who tend to be trying not to get picked off rather than actively defending) and destroys the close quarter defences within the CP hut.

I will provide screenshots with draw overs of the type of things that would improve your first stage.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Thanks Grazr. Although I agree with you on what the problems were, I'm trying to go for the simplest solution. Still, you've been a great help. I'm not so sure about the building in the middle. If I can keep my map simple, I shouldn't need to worry about optimization.

Alpha 5
http://forums.tf2maps.net/downloads.php?do=file&id=1580&act=down

ctf_vector_a50006.jpg


-Moved pickups around CP1 closer to attackers
-Moved attackers' spawn exits to prevent bottlenecking
-Moved several objects to close sight lines
-Added a staircase in attackers' spawn to prevent bottlenecking
-Added Shmitz' intel base plate
-CP1's roof is now more accessible
-Removed an access point on CP2
-Added signs to show which CP is active
 

Mar

Banned
Feb 12, 2009
607
63
Did you thank everyone who posted in this thread Icarus?