Panamint Springs

CTF Panamint Springs a18

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Widen the entrance to 1 - 2 so engineers don't have any/very much cover to hide behind.
 

Jindo

L3: Member
Aug 6, 2009
121
123
So I was just on the server testing this.

Stage 1: Both points (the first point not so much) were easily defended by large teams of Engineers + Sentry Farms, sometimes an uber wasn't able to get rid of them all. Other than that there was a small glitch with the first point (possibly all points) where someone was unable to capture and someone else had to do it.

Stage 2: Don't remember too many problems, if any at all on this stage, only got to play it once and I don't recall having any problems with it.

Stage 3: Blue's spawn positions faced a door that doesn't open but had no indication of this, I suggest either putting a no entry sign on the door or having players spawn in the other direction. Besides this, the stage was relatively well balanced, and the laser was badass, it's a shame that it didn't do anything.

Overall, a fun and balanced for the most part map, which I look forward to seeing released!
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Well, thanks for the feedback so far. I think I'm going to wait changing things because I think there will be some more people who have some feedback.

And Jindo, the laser is still under development, Rexy is working on the explosion and stuff. :)
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
Stage 3: Blue's spawn positions faced a door that doesn't open but had no indication of this, I suggest either putting a no entry sign on the door or having players spawn in the other direction. Besides this, the stage was relatively well balanced, and the laser was badass, it's a shame that it didn't do anything.

Yep, this is pretty much my thoughts on it, except the laser needs to explode :p
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Well heres my thoughts on 3-1, just what I believe would make it better. :sleep:

The problem:
ctf_panamint_a120004copy.jpg


A possible solution:
ctf_panamint_a12v2.jpg


Another plausable fix:
ctf_panamint_a12v3.jpg


Hope that helped, it sure tested my photoshop skills:p
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Update!

ctf_panamint_a12a

This is a version with some small updates so I could have it fixed for gameday test. :)

I changed/added/.. the following stuff:

- Opened the building with the cp in at 1 - 2 and changed some ammo/health packs to prevent sentry spam.
- Fixed some nodraw bugs
- Cp 3-2 is not anymore at the ground
- Added a small building at 3 - 1 to give red a new sentry spot.
- ..
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I did some detailling arround 1 - 1 now. A WIP screenshot:

ctf_panamint_a130001.jpg
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
anti-alising :) (I think, I can't really tell because my eyes are burned away from the screenshot without anti-aliasing)
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Yeah, it has anti-aliasing now. :)
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
*Gameday Bump*
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Got a chance to play this. I still think the very first CP is too difficult to take. I would recommend either lowering blu respawn time or lengthening red's. Preferably the first is a better option.

Other than that, the layout feels pretty solid and should be interesting when completely detailed.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Ok, I'll change some things, probably the respawn time for blu and see how it comes out. :)

I'm now detailling the first area, screens will maybe come later today. :)

Any other feedback about the gameday testing?
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Second time writing this because I accidentally hit back in my browser, so I'll spare you the unneccessary details.

Stage 1 is good as it is, the only problem is the flag's spawn point when attacking the 2nd point. BLU never goes that way unless they're deliberately going after the flag, so it's a pain in the ass to go back up and get it when it returns.

Stage 2 is also good, but it's too easy to stickyjump to point 2. Add a roof or something?

Stage 3 played pretty well, as Tinker showed there are good opportunities for offensive Engineers. I was actually surprised as to how well it played, considering a12 was the first appearance of this stage (I think?). I just don't think the final point feels like a final point. No big bridge, pit or anything, just a laser gun on a square building.

In fact, I wouldn't mind if stage 2 and 3 switched places, since stage 2's second point really feels like a final point!
 

Tinker

aa
Oct 30, 2008
672
334
I absolutely loved playing as offensive engineer here, spy works great as well, but there are usually little sniper opportunities anywhere. A window here and there wouldn't hurt. Otherwise I totally agree with everything MrMuffinMan said.

Stage 2 cap 2 was well defendable with two sentries, but it needed two at the very least. Also, seeing as noone was using the path around the spire (it's much easier and faster to use the stairs that link to the planks), you might want to have a brushwork/custom spire instead, so it doesn't look like "hey, badlands". This also gives you more freedom with possible roofs, etc.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Played well in the test, no major complaints at all :)
My only suggestion is to keep testing and perhaps adjust stage 3-2 respawn wave times, cause blue seemed to get the cap pretty easily.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Stage 2 cap 2 was well defendable with two sentries, but it needed two at the very least.

Ah, I decided to cut this out because I had to rewrite my post, but I figured it's actually quite important: Never, ever make it obligatory for RED to have a sentry if they want a chance to win. All points should be defendable without one.

Also while I'm here, I'm going to remind you to clip your stairs. :p
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Thanks for the feedback all, the things I will probably change are:

- Some very little changes at 1 - 1, it's still very hard to cap when red team is a bit stronger than the blu team, and blu actually always have to be able to cap this point.
- Making 2 - 2 easier defendable without sentries, I will maybe change the respawntimes here a bit.
- Making 3 - 2 much harder (well, not THAT hard) for blu. :)

And I'll clip all stairs in the whole map, muffin. ;)
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Translation from our forums :
CTF Panamint :
* As for the first test on this map, i love the CTF push concept.
1st part : didn't change a lot, but the first part isn't an horrible spawnkill area as before, there's a lot of way to point 2 that can be good for attack, but you need to stick together to succesfully attack point 2.
2nd part : it's more messy as a spy i have fun, the 2nd point is really hard to take.
-----------------------
* 1st round : some people were pretty lost (due to missing indicaation and direction), 1st point is defendable but is winable if the team really focus. The second one push red to make a tight defense even if the corridor between the poitn are perfect for an advanced defense.

2nd round : 1st point : nothing to say, pretty good / 2nd point : it's a lot easiest for air jumping classes and an heaven for snipers. Especially to destroy the sentry place up there.

3rd round : the point was taken to fast to make a judgement
As for all push ctf, it missed an explanation at the beginning of the map. Teams were unbalanced imo.
-----------------------
* 1 round :
1st point : perfect, spawnkill has been almost eradicated except for red sniper.
2nd point : hard to take over, especially with te buildable area around the point.

2 round :
1st point : also excellent, except for the blue spawn which is too big and take a long time to get out
2nd point : very hard to take but i think it's due to the first time playing for both teams, there aybe to many space around the tower that may make the capture too easy for aerial classes..

3rd round :
Too Short for any feedback

To conclude, good project like the gameplay which forces the team to cover the ring bearer.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Detailled a bit:

This is what I did yesterday or so:

ctf_panamint_a130002.jpg


And this is what I did today (Control point 1-1):

ctf_panamint_a130009.jpg

ctf_panamint_a130011.jpg


Still have to add some posters and props in the last 2 screenshots. :)

What do you think? :D