CTF Arroyo b8

A fast-paced CTF map that tries to eliminate common CTF downfalls!

  1. Micnax

    aa Micnax I maek map

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    General information:
    Previously known as ctf_micnax_72, this is the map I made for the 2012 72 Hour Mapping contest!
    The general plan I was aiming for was to have a Gorge theme based around a small valley with a trainyard, playing much like DoubleCross while avoiding the main problems contributed with Capture The Flag maps.

    Contest stats:
    Time allowed: 72 hours
    Time spent: 34 hours 13 mins
    Crashes: 4
    Versions before final: 5
    Original layout: http://i.imgur.com/Cxt32.jpg
    Complete build progress video: https://www.youtube.com/watch?v=8NFh0IPXC9g
     
    Last edited: Jan 15, 2013
  2. Sergis

    aa Sergis L666: ])oo]v[

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    ze plan looks promising
     
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  3. Pocket

    aa Pocket func_croc

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    I like that someone else indicates doorways by just drawing black bars over the wall. People think I'm crazy for doing that.
     
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  4. Micnax

    aa Micnax I maek map

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    How else would anyone do it? It's the most logical option!
     
  5. pl

    pl L5: Dapper Member

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    I do it for windows :p (not doors though)
    Layout looks nice by the way, I like the Double Cross approach to it.
     
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  6. Micnax

    aa Micnax I maek map

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    Back! Back onto the front page I say!

    Here's the layout I'm working with for Alpha 2:

    [​IMG]
     
  7. The Asylum

    aa The Asylum

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    I assume that thing that looks like a titty is the intel?
     
  8. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    I'm not seeing it.

    Fun map! Very fun indeed. The only problem is scouts who run out of the intel room and take the stairs, running along the trains, are pretty much out of reach from those on the bridge/in the water. Makes for too easy a cap. Need to have a way to stall scouts who take that route, or move them onto the bridge.

    Or maybe not, maybe it's enough of a disadvantage wasting time getting onto the train (but I would say it's not). Maybe if getting up onto the trains in the first place was more difficult then scouts would have a choice - danger now or danger later?

    Overall though this was really fun, especially for ctf. Like a mini doublecross with less of the stalemate. I hope you continue with this! Gorge theme, remember
     
  9. Micnax

    aa Micnax I maek map

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    It's here! Woohoo!

    Now submitted into the contest, after a gruelling 34 hours and 13 mins over the course of 72 hours! I recorded myself creating the map from scratch on my stream, so I'll have a speeded up compilation up soon.

    Some screenshots:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Also, the final compile log:
    http://i.imgur.com/WSDgG.jpg

    I hope you enjoy it!~
     
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  10. Prestige

    aa Prestige im not gay anymore

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    i really like the size of this map
     
  11. Micnax

    aa Micnax I maek map

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    Alpha 6 is here! Now under a new name!

    [​IMG]

    Changelog:
    - Renamed map from ctf_micnax_72 to ctf_arroyo.
    - SO MUCH DETAIL ADDED OH GOD HOW IS THIS AN ALPHA.
    - Changed a few ammo packs into health packs to avoid sentry camping.
    - Added an extra route out of the sewers on both sides closer to the intel room, let me know what you think of how it plays.
    - Added a custom soundscape.
    - Added TWO easter eggs!
    - Changed the skybox to the one used in cp_gorge, but kept the old environment settings.


    I'm glad you do!
     
    Last edited: Jan 16, 2013
  12. Micnax

    aa Micnax I maek map

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    Gameday bump! Any suggestions, opinions, annoyances or debates you want to do before I move this into beta?
     
  13. Micnax

    aa Micnax I maek map

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    Beta 1 is here!

    [​IMG]

    Changelog:
    - Added more detail areas to fit with the theme.
    - Got rid of the train engine in one of the back areas and replaced it with another boxcar.
    - Clipped a few areas.
    - Changed the default radar dish to Aly's superb custom one.
    - Hopefully packed the custom soundscape correctly.
     
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    Last edited: Jan 16, 2013
  14. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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  15. Micnax

    aa Micnax I maek map

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  16. Micnax

    aa Micnax I maek map

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    Beta 2 is here!

    [​IMG]

    Changelog:
    - Added some railings near the bridge off to the sides to fit the theme.
    - Added some more detail areas, most notably near the intel rooms, spawn and in the main trainyard room
    - Added HDR
    - Added custom soundscape (hopefully!)
    - Deciding on moving map up to Release Candidate soon
     
    Last edited: Jan 16, 2013
  17. Jeremy

    Jeremy L11: Posh Member

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    Two pages in and already a promised RC?

    daaaaaaang
     
  18. Idolon

    aa Idolon the worst admin

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    I think there's a lot more detailing to be done before you go rc, especially in this room. You could add lots of pipes, dials, whatnot to make this room more visually interesting. The rest of your map also looks a little underdetailed; look at Gorge for examples on getting things more visually interesting.

    That's not to say that it looks bad, but it still looks like a first beta.
     
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    Last edited: Aug 25, 2012
  19. Micnax

    aa Micnax I maek map

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    Ah, yeah, I almost forgot about the sewer room. I'll work my magic on it and such and have a run around Gorge a few times.
     
  20. Micnax

    aa Micnax I maek map

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    Beta 3 is here!

    [​IMG]

    Changelog:
    - Added some more detail
    - Made the sewer opening walls more smooth
    - That's it really. Any last feedback before I decide to move it into Release Candidate?
     
    Last edited: Jan 16, 2013