Atrophy

CTF Atrophy b4

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MangyCarface

Mapper
aa
Feb 26, 2008
1,632
CTF Atrophy takes the best parts of the CP map Atrophy and mirrors them to create a unique and fast CTF layout.

It uses a linear rolling ctf mechanic, like in ctf_backpier, to prevent stalemates and keep games tight; as each round progresses, the intel briefcases will roll forward until they reach the middle. If the flag is taken, the cart will stop until it's returned; if it's captured the carts will roll back to the beginning of their track and creep forward once more. The flags cannot be captured unless the capturer's team's flag is resting on the cart.

The theme is of two ancient temples being renovated by BLU and RED; you'll find spytech scattered throughout the ruins and corridors. Enjoy!

Thanks to:
2f2f and F_M for playtesting etc...
ABS for prefabs, ent gallery and all
"FernFerret" for his capture zone signs
the Swamp team for used materials
Acegikmo for help, env gallery, and custom materials
Flame for playtesting, suggestions
 
Last edited by a moderator:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,442
I don't believe the egypt textures really work as they are. They would benefit from some moss/grass/dirt overlays to fit with the alpine-ish theme you have going on.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
Lovely map, I played it a few days ago and it went smoothly. Quite a bit of tunnels to navigate, but there were lots of possible routes once you learned the map.
Not completely sold on the light blue/green fog you got going in the skybox!

Another great rolling-ctf map :)
 
Sep 12, 2008
1,275
I don't get it anymore. I played Atrophy yesterday in 2f2f (I killed your sentry with it's own rockets, remember?), but it looked nothing like your pictures? D:
 
Feb 14, 2008
1,054
Looking real good.
 

Tinker

aa
Oct 30, 2008
672
Egypt textures look fine imo, but get rid of the hieroglyphs. They're pretty out of place.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,442
i meant more so on the actual texture. IE going into the egypt textures (vmt's) and dirtying them up a bit. Overlays can only do so much. That way you technically have a new theme going on. Sorta aztec'y.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,442
I personally wouldn't be that bothered by it. Most of the official mining textures have 3 or 4 versions as is (excluding DX levels). It was also done for custom snow themes and the swamp theme as well. For the sakes of making your map more immersive and pretty i would recommend going that far. I believe that your map can only benefit from it.
 

Sel

Banned
Feb 18, 2009
1,241
There were some pretty massive sightlines in the middle, otherwise, everything was nice and tight.

Cool stuff.
 
Dec 25, 2007
567
I enjoyed playing this for the first time tonight. My only complaint is that most of the corridors in the bases felt *really* tight; partly because many are narrow, but also because most of them have very low ceilings.
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
Absolutely loved it. Snipers could pretty easily shut down several exits for the other team if they were competent (luckily for the other team I wasn't).

Those small rooms with the ammo and health near the cap point seemed a bit unnecessary. I ran in as a pyro expecting some super secret flanking route, only to find a small boxy room.

Great map!
 

Flame

aa
Jul 19, 2009
369
layouts pretty sweet. I think it could use a VERY LITTLE bit more light in the bottom exits out. (couldnt tell which color the people I was sniping were)

The side paths make it so snipers dont completely control the map which is good, but yeah I think the map needs a custom cart like you said. The cart reminds me of ctf_system which I dont enjoy at all.

FPS lowered by like 50 at mid but I dont think theres much you can do about that. I wanna playtest it more. I wish booj would switch yukon out for that map, or system or waste out for that map.

keep up the good work =]
 
Dec 25, 2007
567
Those small rooms with the ammo and health near the cap point seemed a bit unnecessary. I ran in as a pyro expecting some super secret flanking route, only to find a small boxy room.
I did attempt several times to put a TP exit in there, as it seemed a fairly quiet out-of-the-way spot. I was spotted each time, though, so didn't manage it.

More to the point, there's no semi-quiet spot near the spawn exits to put a TP entrance, since one of the main entry points to the base runs right past the spawn doors. So my tp entrances never lived long enough for me to get a working exit up.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,632
I did attempt several times to put a TP exit in there, as it seemed a fairly quiet out-of-the-way spot. I was spotted each time, though, so didn't manage it.

More to the point, there's no semi-quiet spot near the spawn exits to put a TP entrance, since one of the main entry points to the base runs right past the spawn doors. So my tp entrances never lived long enough for me to get a working exit up.

Best place for teleporter entrances IMO is the raised section in your base across from the little room in the wall, it has a pillar on it; this is less easily noticed and easily defended
 

jpr

aa
Feb 1, 2009
1,095
One of the best ctf maps I've played. Love the theme, the egypt and swamp themes mix surprisingly well.
As a perfectionist though, I need to ask you, is it possible to replace the pl cap points with something else? They feel kinda out of place to me, since they're not actual capture points.