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CTF aaaa A21_2

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
aaaa - out of names, for the pick-it-up minor contest

I dislike symmetrical gamemodes, and CTF can be one of the worst for me - making them is even more terrible. There is one exception to this - chin-style CTF. In this, getting into the intel room is easy but the real challenge comes from escaping the base.
I find chin-style CTF far more interesting and enjoyable than any other CTF gamemode, so I've tried to create a map based on that design principle. Hopefully this plays ok (likely won't though)

Screenshots as of A1:
View attachment 121759 View attachment 121760 View attachment 121761 View attachment 121762 View attachment 121763 View attachment 121765
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
This update brings:
*Turned a ramp outside the intel room into a balcony for engineers to set up - this forces people to use a longer route (clearly visible to the enemy team) to escape the bases
*Moved intel further into bases to make enemies enter the room more instead of dropping down, tapping the intel, and running
*Swapped the health and ammo in the intel room to incentivise engineer building on the safer highground
*Clipped under a staircase

Might revert some of these changes

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DrSquishy

we've all had better times to die
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Feb 10, 2017
1,300
974
This update brings:
*Moved the intel room + changed the routes around
*Redid the base layout around the intel room + spawns to lead players to the intel more
*Redid spawns to lead players more
*Hopefully fixed missing intel signs
*Maybe some minor changes? Maybe it's still jank?

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
This update brings:
*A complete remake of the bases, maybe not so jank now? I'll probably have to do big changes still though
*Tried to condense the map into more connected, larger gameplay areas so teams aren't as split up across the map - I feel the intel room areas + exits are the main exception to this
*Removed the gazebo on mid
*Changed the theme
*Added another entrance to the intel area, and gave more space for defences to be put down
*Probably more minor things I forgot

Ty to wilson for the feedback, hopefully I've acted on it somewhat ok?? I can't really tell until it's tested though

Screenshots:
upload_2020-4-25_13-24-39.png
upload_2020-4-25_13-24-42.png
upload_2020-4-25_13-28-0.png


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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
This update brings:
*Remade mid, now half the length and 256HU thinner, also more of a 'pass through' area instead of a point area
*Spaced out intel dropdowns more, added windows to allow for clearing the room before committing to dropdowns
*Made a grate not chickenwire so it's clearly not a door
*Closed off a route in the bases
*Misc small fixes
*Probably more things I've forgotten

Minor bases remake potentially coming for A6 to make them thinner, if these mid changes don't help as much as I'm hoping??

Screenshots:
unknown.png

unknown.png


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DrSquishy

we've all had better times to die
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Feb 10, 2017
1,300
974
This update brings:
*Updated clipping to stop you from getting stuck on so many little different things, should be quite a bit better now
*Extended mid
*Moved spawns slightly closer to mid, slightly more right as well
*Widened lowground route in the bases
*Added a platform linking two areas in the bases
*Made the silo exit from the bases slightly wider
*Probably some minor things I forgot

CTF is hard to design anything for..

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
This update brings:
*Clipping to some doorways
*Made the upper entrance to mid from the bases a one-way dropdown to stop people from pushing to spawns as easily
*Added a slight alternative to the lowground entrance to mid to stop it from being camped/spammed as easily
*Added some geometry/tweaked lighting to emphasise where to to go more
*Made the area immediately before the intel corridor larger to make it look more obvious
*Maybe one or two small things I forgot
*Added stains to make dropdowns in the intel room being there more obvious
*Added a silo to give lowground route users a little more cover
*Made a medium ammo full at the base-mid building to encourage engineer building
*Lengthened name

Ty to chin for the feedback + advice, maybe this update will be cooler
Screenshots:
upload_2020-4-27_17-35-53.png

upload_2020-4-27_17-36-54.png
upload_2020-4-27_17-37-5.png

upload_2020-4-27_17-37-25.png


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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
This update brings:
*Somewhat redid base layout to be a bit less convoluted and to make paths to mid/intel clearer
*Restored small mid
*New entrances to mid that are somewhat based off the old ones
*Redid mid highground somewhat so that it isn't as strong, and so that the intel is in view of every base exit instantly
*Widened routes to intel, added another path around the upper intel to make sentry bases harder, repositioned dropdowns, better windows for better coverage of the room
*Added more ammo to mid
*Maybe more small things I forgot
*Redid intel entrance area to highlight a lot more, and to stop camping as much
*Made dropping to mid less of a commitment

Maybe this'll be cooler


God my brushwork sucks

Screenshots:
upload_2020-4-28_14-29-9.png

upload_2020-4-28_14-29-15.png

unknown.png

unknown.png


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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
This update brings:
*A full remake aside from to the intel room

Probably will play badly, worth a shot at least. God I hate making symmetrical gamemodes

Screenshots for A10 if this plays somewhat well I guess

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
This update brings:
*Swapped spawns and intel locations, did rerouting to suite that
*Made base layouts a bit better, they were quite messy before
*Added more routes into the intel room so it can't be camped as easily
*Raised mid to cut off sniper sightlines that went across the whole area
*Fixed some misc bugs
*Added another route through the mid area instead of just over the spire area
*Made the spire's walkable area smaller to make it a weaker hold spot
*Maybe other stuff I've forgotten

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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*Remade mid
*Slightly redid bases area
*Removed upper route into the intel
*Small misc changes
*Changed intel grate texture
*Fixed dynamic shadow length
*Hopefully fixed respawn times?? it's jank in CTF though
*More I've forgotten maybe

Ty to emil for layout feedback + everyone who tested A10

Hopefully it isn't as jank now

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DrSquishy

we've all had better times to die
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Feb 10, 2017
1,300
974
This update brings:
*A new mid design, that's hopefully more suited to CTF
*Cover on the bases to stop snipers sitting in spawn and stopping the intel from being capped
*Other small changes

Thank you to everyone who tested and gave feedback on the gameday!

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
This update brings:
*Shrunk bases slightly
*Highlighted bases to people using the main route at mid more
*Shrunk intel upper layer again
*Slightly simplified mid and the bases
*Misc clipping/routing changes
*Added towers at mid to act as 'landmarks' of sort (and changed ground texture to make the area clearly different
*Raised and moved back exit of intel room
*Smoothed out disps across the map
*Began the invasion
*Maybe some more things I've forgotten

Hopefully this helps to push people towards the bases route more. I want people to flow through the bases to the intel room before quickly going back to mid, instead of having everyone go straight to the intel room from the lowground

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DrSquishy

we've all had better times to die
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Feb 10, 2017
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Reflecting on it, the biggest issue with the map is that I've not got a clear vision on what I want the map to be. Maybe it's that I'm not experienced with symmetrical gamemodes to know what a good area looks like, or that I'm just not motivated - at the end of everything I just don't know what I want to design my map closer to

This update brings:
*Moved spawns to the middle of the bases area
*Closed off the area under the bridge
*Closed off the window on the bridge
*Partly decluttered the bases area, still messy but I want to have enough routes for camping to not happen - perhaps I'll do a full rework at some point
*Flipped mid
*Restored intel upper area size
*Smoothed disps
*Fixed gbj
*Probably more changes I've forgotten

Ty to everyone who's feedbacked it so far, and wilson for his harsh yet fair + necessary comments

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
*Restored map to the original layout, I gave up on it too easily and the new one was worse
*Added a route from the 'lobby' to the intel routes to lessen the awful rotation times from before
*Raised spawns to help against camping
*Remade mid
*Redid base geo to make the lobby area more clearly highlighted to anyone leaving the bases, to simplify it all a bit too - hopefully this helps players a little with orientation??
*Lowered lower base route again
*Maybe more stuff, idk

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
A9 was actually pretty good, I'm happy with it and people seemed to enjoy it
This update seeks to eliminate some of the dead space around the intel area, and to give people exiting the intel area better options

*Merged back intel route with the main route
*Added a staircase up from the lowground main route to the highground so players aren't stranded on the lowground for such a long time
*Moved the doorway to the intel into red's lobby, so everything is a bit closer together
*Cut out back dropdown area, now the intel upper route is more compact
*Added some health for attackers in the area
*Made the intel room slightly shorter
*Changed intel grate texture to a better more visible grate

*Added a grain conveyor at mid to allow a jump up to the sniper balcony - hopefully this is ok

*Rotated spawns to face both spawn exits more

*Fixed dynamic shadows
*Fixed respawn times hopefully??
*Probably some misc things I forgot

Thanks to everyone who tested A9

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DrSquishy

we've all had better times to die
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Feb 10, 2017
1,300
974
*Fixed some clipping
*Plugged the gap between the platform and the big silo out of spawn

*Made main intel room exit wider, and the side exit smaller
*Repositioned a pallette so you can jump up the stack of boxes more easily

*Reduced the amount of HP on the lowground intel route

*Probably a few more minor things I forgot

I'm considering some small mid changes to make it more interesting, like giving more access to the central silo ledge for non-jumper classes - currently mid feels a tad boring and I want to remedy that

Thanks to everyone who tested this
Screenshots as of A10_2:
ctf_aaaa_a100003.png
ctf_aaaa_a100000.png
ctf_aaaa_a100002.png
ctf_aaaa_a100001.png


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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
*Made the mid silo hollow, with a dropdown connecting the top and bottom layers (to hopefully make it a bit more interesting)

*Clipped step-ups around the map that lead from displacements to the indoor areas

*Fixed some broken overlays
*Fixed disp seams at mid

I think I'm pretty happy with this layout for now, I don't see myself making many large changes to it (small patches if anything)

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