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CTF 2keep

Discussion in 'Map Factory' started by Verumae, Jul 26, 2011.

  1. Verumae

    Verumae L1: Registered

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    Positive Ratings:
    55
    ctf_2keep is a map built from the ground up for medieval mode. The best way I can describe it is as a cross between ctf_2fort and cp_degroot keep. (Please note that this is an entirely custom map and not a modification of either of those.) This is my first real attempt at mapping, as opposed to things that would only ever be seen on trade servers. It's still a work in progress, but honestly, I'm kind of running out of ideas as to how I can make it look less boring. There's also a few things that just look wrong. I strongly appreciate feedback about anything. I'm also trying to create a custom flag model, still working on it though.

    Thanks for reading,
    Verumae
     
    Last edited: Jul 26, 2011
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    People are more inclined to give you feedback and/or Download you're map if you give pictures.
     
  3. Verumae

    Verumae L1: Registered

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    Heh, I could've sworn I put some on. I'll try fixing that.
     
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Alright, Looks blocky and overscaled so far, You don't want to just make blocks with holes in them for people to run around in.

    BUT THAT IS NOT THE MOST IMPORTANT ISSUE:
    Please, add some light to the map, you are currently in full bright and that really upsets people. Add some normal light entites if you are not sure of specif lighting you want, and add environmental lighting.
     
  5. The Asylum

    aa The Asylum

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    This may be moot since Medieval Mode isn't entirely melee, but keep in mind the all-powerful scout rush, coupled with the majority of the players with melee weapons only. It's a problem I had to wrestle with while designing CTF Melee Fort.

    My main problem with this is the one gigantic sightline from one intel room to the other. It's good that you've got a backdoor to the intel room too, but just some cover or something breaking up that straight so Snipers and Medics won't be so OP. Of course, this IS Medieval Mode, and it's not particularly geared towards class balance anyway, but it'd be nice to have the path broken up
     
  6. Verumae

    Verumae L1: Registered

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    55
    It's designed to be an extremely fast-paced map, so scout rushes are fine with me.

    I've been trying to figure out the best way to fix that. I'm certainly going to do something about it, though.
     
  7. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    I think it would look nicer with more props and signs.
     
  8. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    There's a difference between having a fast paced map and having scout rushes: what you want is for there to be a chance for teams to pick up the flag and escape with it, with conflict over the flag, but what you definitely don't want is scout rushes: scouts run in, get the flag, and leave, without much conflict at all, turning the map into either a camp fest or a scout race. It's a fine line to run, unfortunately. In melee ctf, as the scout can easily outrun other classes, once he is out of melee range the point is effectively won. You might want to think of ways the team with the captured flag can catch up to or slow down the escaping team.
     
    Last edited: Jul 27, 2011
  9. Verumae

    Verumae L1: Registered

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    Through extensive (forced) playtesting with a few friends, this has proven to be the primary problem. Everyone's battling it out in the middle and you're the sole defender as a hoovy. You step out of your intel room for just a second, when suddenly, you get sandman'd, and a scout takes the intel and heads through the water.

    What can you do about it? Absolutely nothing. Maybe you see a spy rush in and you charge at him, only to get elegantly sidestabbed. With all of the different routes you can take, it's pretty tricky to stop an intel carrier. On maps like 2fort, (please don't ban me for making a comparison to 2fort) scouts are often forced to take one route because of things like sentries, camping demos, and defenders. With this, the scout can just outrun all of that.

    I've come up with a two possible solutions.
    -Make more chokepoints that make the flag easier to defend
    -Add a significant speed debuff to the flag carrier

    I'm not sure if the second one is possible. I'm most likely going to at least try to implement and then continue playtesting.


    I am going to add props, but I've got a long way to go so that's not necessarily my first priority.
     
  10. Limeaide

    Limeaide L2: Junior Member

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    I'd go with lots of bottlenecks. Force the players to go through specific doorways to exit, but probably not to enter. Also, light that sucker up. The fullbright is making me cry.
     
  11. Tyker

    Tyker L5: Dapper Member

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    If you are not focusing on how it looks, please label it as an Alpha (ctf_2keep_a#). Labelling it as a Beta usually means the map is done gameplay wise and focused on detailing.

    I would suggest completely reading this: http://forums.tf2maps.net/showthread.php?t=3050
    A lot things in your map are beginner mistakes that almost everyone on this site has made, but that does not mean you have to allow those to exist. Visit the tutorial section of the site (http://forums.tf2maps.net/forumdisplay.php?f=12) and browse the stickies. Doing that will help a lot.