T
The Asylum
you ever get bored at work and draw a map
yeah thats what happened here
This is "Asylum1," a tentative name for a map I don't want to give an actual name to yet. Why? Just in case the map sucks, and I've gone and wasted a perfectly good name on it. (see also: ctf_rumble).
If I only finish one more serious map, it'll be a good CTF map that doesn't end in turtlemania. There are of course many ideas I've got sketched down, and this is the one I was most satisfied with.
As such, everything is mostly untextured and is a giant mess in general. It's really just an absolute bare minimum blocking-out that I want to see if it'll work or not.
So... screens then.
The middle ground. Note the gaping chasm.
of course there's paths going up and down
so i got a little carried away detailing the intel room.
The Head Honcho of course gets a quick-escape chair, which players can use to infiltrate the intel room as well. Actual quick-escape motion not included.
That leads into this junction, where players can escape with the intel into the "caves" (or at least they will be caves), and into the chasm. Sadly, it's a one-way ticket (bar rocketjumpers)
players can storm the intel room head on, or take a detour around the top floor and drop into the escape tunnel. This too is a one-way ticket for aerodynamically stunted classes.
So that's about all the effort I'm putting into this one for now. Lets see if she works.
yeah thats what happened here
This is "Asylum1," a tentative name for a map I don't want to give an actual name to yet. Why? Just in case the map sucks, and I've gone and wasted a perfectly good name on it. (see also: ctf_rumble).
If I only finish one more serious map, it'll be a good CTF map that doesn't end in turtlemania. There are of course many ideas I've got sketched down, and this is the one I was most satisfied with.
As such, everything is mostly untextured and is a giant mess in general. It's really just an absolute bare minimum blocking-out that I want to see if it'll work or not.
So... screens then.

The middle ground. Note the gaping chasm.

of course there's paths going up and down

so i got a little carried away detailing the intel room.

The Head Honcho of course gets a quick-escape chair, which players can use to infiltrate the intel room as well. Actual quick-escape motion not included.

That leads into this junction, where players can escape with the intel into the "caves" (or at least they will be caves), and into the chasm. Sadly, it's a one-way ticket (bar rocketjumpers)

players can storm the intel room head on, or take a detour around the top floor and drop into the escape tunnel. This too is a one-way ticket for aerodynamically stunted classes.
So that's about all the effort I'm putting into this one for now. Lets see if she works.