Lithium

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
cp_lithium (Lithium)
Author: Frazer "midget" Grant
Contact: midget31394@hotmail.co.uk
Summary: Lithium is a control point map with 5 control points. Each team starts with 2, and has to cap the other teams, and the middle point. Set in the desert area (not for definite).


Change Log:
Alpha 1: First Release!
Alpha 2
  • Completely redid the whole base area.
  • Removed Long SniperLines.
Alpha 3
  • Made the base less sniper friendly - again
  • Added a second spawn to stop camping
  • Made the base shorter in lenghth

Change Log Alternate:
Alpha 1: First Release!
Alpha 2: Redid base area.
Alpha 3: More changes to the base.


Thanks to

A Boojum Snark - His Gametype Library
Acegikmo - His Environment Library

Feedback On
- Size
- Layout
- Balance
- Ammo/HP
 
Last edited:

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Well, when testing comes, we'll see what happens. I tend to start with more open spaces, because, it is possible to make them work well. I'll be submitting for a gameday, we'll see what happens. I hope by the end the map will have a "vertical" element to it. I am trying to be as simple as possible with the geometry, and the layout.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
Looks like a "BANG! You're dead. BANG! You're dead. BANG! You're dead. Etc, etc." Map.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You don't need testing to see that. Take the first screenshot. There's the cap with pretty much no cover. It's just going to be a sniperfest.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
=/ I'm not changing anything until I get at least a small test going. I know you guys are concerned about snipers, so you guys don't need to post any more about it, k?

Wow... when I get the first test, I'll know what to do with it, where cover needs added. Instead of being negative, you guys could Download the map and have a run round, and see what it feels like in-game rather than just judging by screenshots.

I'd rather my map be too open than too cramped, why? It's easier to fill in stuff, than it is to expand everything.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Well, I bowed to you guys' concerns and completely demolished both bases. Rebuilt this time with cover.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Double Post! - Alpha 3 is out with more changes to the base, with added, yes added. Second spawn.
 
Aug 19, 2008
1,011
1,158
yeah, that looks like a more reasonable size
if still in doubt, what i do is placing a sniper-player-figure on the end of a corridor/open field, compile, and run through the map and check if the sniper is just a dot on my screen or if its a fair distance to still counter him
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Gameday Bump!

Be cruel, Be Harsh, Rip this map apart. I wanna hear every nitty gritty little complaint you have. The more honest you guys are, the better this thing will end up.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Yes, it was a bit sniper-happy, and there isn't really much height.

Also, the 2nd to last points look way too close to the spawns, it's as if they look like the final ones.

Oh, and fill that pitch black room with light. Hidden sentries lurk there :3
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
The maps layout was just boring and too open. There was 1 way to the main cp, almost no building where you could get in, or any cover where you could hide.
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
I think the outer boundries of the map are okay, but you need a LOT more stuff filled in (landscape, buildings, props, anything), the lanes of traffic are just wayy too wide.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
There really isn't much of a level. It's one huge wide corridor with capture points in the middle. You need to create a layout which allows players to move around in a strategic and considered manner otherwise the gameplay is stale and won't bring players back.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Hm, you've got a lot of work to do here.

- You can practically see point 1 from point 2, and vice versa. That's too short of a distance.
- The lower area from the ramp by point 2 all the way to point 1 is pretty much a deathtrap because the only way out is by point 2. When we were defending from the lower area and the enemy capped point 2, we had no way to get back to point 1.
- The middle is a huge chokepoint. You have to make at least one alternate path for that point.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Thanks for the feedback guys! I think I will completely redo the bases. (I've already got what I want down in blocks, just need to tweak it) I will probably keep the same layout for the middle cp, just altering it. So, yeah, with the next release it will seem like a totally different map, I am also considering changing the setting (night perhaps?)