CP Breakout a8

Made by Karnage

  1. Karnage

    Karnage L3: Member

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    3CP Attack/Defend

    Blu team have been captured and are being held as prisoners of war. Red team guard their cells, spending most of their time bored at the canteen getting fat. It seems Blu have some friends in high places, however, as the prison doors swing open. The rest of the escape is up to them.


    Thanks to everyone here at TF2Maps.net, Acid Police, TheCrazyGFL and anyone else who tested
     
    Last edited: May 24, 2011
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Wait, is blu defending and red attacking? why?

    Some damn cool geometry. I like the look of that second screenshot.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Make RED defend and BLU attack, please; the current setup will only confuse players.

    You have two routes directly from B to C, and I don't like that; add a way to enter both in the middle (maybe a ramp in the courtyard before C?). Other than that, defenders have a stupidly long walk to A, and they only have two spawn exits which are extremely easy to camp, while the attackers have five exits. Change that.
     
  4. Karnage

    Karnage L3: Member

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    I thought a prison with its orthogonal-ness would best be a blue facility... I will change it if it's really gonna confuse players.

    Are you saying link the courtyard to the tunnel directly? Do you think a forward spawn for the defenders is needed while they hold A? I'll add more exits for the existing defenders' spawn room.
    Thanks for the helpful feedback so quickly dudes :)
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Red can do industrial too: look at gorge.
     
  6. Fredrik

    Fredrik L6: Sharp Member

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    Looks kinda good but you really need to change teams. And lamps overload?
     
  7. Jeremy

    Jeremy L11: Posh Member

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    Whoa, I had a very similar idea to this a while back.

    Okay, so first of all, BLU should be the attackers, not the defenders.
    Railings might be useful on those high areas, too. I am loving the look of the map though.
     
  8. nik

    nik L12: Fabulous Member

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    blu has to use proactiv on the red team
     
  9. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Yes, yes, yes.
     
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  10. tyler

    aa tyler snail prince, master of a ruined tower

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    Didn't we play a map themed like this, except it was really bad? What was that? Someone tell this guy so he knows what not to do.
     
  11. ClandestinePz

    ClandestinePz L1: Registered

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    I'm fairly sure that the contest rules explicitly state that in A/D maps red must defend and blue must attack.
     
  12. Karnage

    Karnage L3: Member

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    @LeSwordfish Hey you're right!
    @pytholos The map was just too dark, I've tried to use as few as possible
    @SirRaffi Yeah I'm not sure why it hasn't been done before. Railings will be added
    @nik This is why we can't have nice things
    @yyler I couldn't find a prison themed map, would be useful though
    @ClandestinePz It's been a while since I read the rules, thanks for pointing this out!

    first thing's first, i'll switch the team roles around. Then add a forward spawn, edit the exit of the tunnel and add more defending spawn exits.
    Thanks all!
     
  13. ClandestinePz

    ClandestinePz L1: Registered

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    np.

    Kind of rude of me to post in this thread without commenting on your map.

    It looks good so far. I can see the beginnings of a distinct and interesting theme. I also like the concept behind the map. It seems that nearly every A/D map has us breaking into a secret base, so having to break out of one should be a refreshing change of pace.
     
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  14. Karnage

    Karnage L3: Member

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  15. Sgt Frag

    Sgt Frag L14: Epic Member

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    forgive me for linking THERE...

    http://www.gamebanana.com/maps/40692

    that's cp_jailbreak. pretty fun map, though not flawless by any means.

    Still, your layout looks quite a bit different so it should be a nice change even if it's a similar theme

    --------------
    One thing though. C point seems odd to me. Looks like you cap B, go outside (which could just be a yard), then go back inside to cap C.

    Of course there's no detailing so I could be wrong...

    Not saying you should change it, just try to make it clear that C is the final lockdown, the gate to the outside world. Right now it kindof seems like you just go back into the prison. It's like A>B is breaking out, but then C is going back in.
     
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    Last edited: Mar 10, 2011
  16. Karnage

    Karnage L3: Member

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    Hey thanks for finding that for me Sgt Frag!
    The idea was that the main gate is locked and cp C is the main gate control room (not sure why they need a whole room, must be a badass gate). Capture the point to open the gate
     
  17. Karnage

    Karnage L3: Member

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    Alpha 3 release (im gonna step up the work on this thing... I know it should be mostly done by now)
     
  18. Karnage

    Karnage L3: Member

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    alpha 4 release
    some place-holder textures in there
     
  19. Karnage

    Karnage L3: Member

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    alpha 5 release

    (q-q-q-q-q-quadruple post!)
     
  20. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    GAMEPLAY
    The gameplay of the map is altogether not bad. I never got to the third point, so it may be a tad too easy to defend, possibly since at several points all the routes merge into one, not exactly a chokepoint but too cramped for comfort. Try enticing players to take the alternate routes more- Before A and After B are both like this, with alternate routes i only ever found by accident.

    Spawncamping blu would be a piece of cake, and the cell door not opening until the time is up is dumb. It prevents blu getting a look at what's outside, or preparing an attack much, and rather than swarming into combat the second the doors open, there's a few seconds of mindless long-range shooting as blu gets out of the cell.

    B's layout is unclear, really. Too many entrances and exits, too many arrows, to hard to judge where a given route goes from looking at it. Also, the fact the whole map takes place in one building makes for a lack of team areas, so you can't judge where to go from colours.

    [​IMG]

    Those arrows are unhelpful because they are everywhere. An arrow pointing to every doorway is as unhelpful as an arrow pointing to none.

    AESTHETICS
    This map's detailing is in many places fairly basic, so i've tried not to mention that. I do feel that there are other things i should harp on about, namely a large amount of what i like to feel important by calling texture dissonance, and the overall theme breaking down.

    [​IMG]

    Eeew. ugly. use a badwater-style sign.

    [​IMG]

    This prop's fade distance is too short, i'm pretty much on the boundary here.

    [​IMG]

    Texture dissonance. concrete industrial and brick industrial in one room. This is all over the place, and i dont like it, its distracting and ugly and makes no sense.

    [​IMG]

    It's a cool prop, but this room is too industrial to justify it being there.

    [​IMG]

    Freaky staircase. just have it slope down from the doorway normally. Also, how deep is that? It looks too deep.

    [​IMG]

    This texture is, as far as i can remember, only ever used away from players. Up close you can see it isnt nearly as 3D as it looks. If you must use it, align it properly. Also, get a modeller to do you some cell doors, the canteen, tables that arent medieval etc.

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    Why are these in an asylum? Why are they massive?

    [​IMG]

    Did they brick up this door rather than closing it. Also, that silver texture has the same problems as the red one above- it looks odd. try using something like the metal i-beams. This looks combine. And kinda climbable, which is a bad thing in prison walls. Though i wouldnt know. I haven't designed any prisons.

    [​IMG]

    Nobody uses that overlay, i think it's an old one left in the game files. Also, its overly stretched. Also, dont have it clipping with the door.

    [​IMG]

    More texture dissonance, and brick ceiling? Ew.
     
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    Last edited: Jun 9, 2011