@Muffin Man
OK, there's not really been any great effort to optimise this yet so that's a definite need.
The spawns are a real difficult issue to be honest, I built them like that so that team members can head back through spawn if the flag has been grabbed and is on route to the cap point. I understand that this does put the doors onto the middle area right in the heart of the action though. It seems that this is less of an issue with smaller player numbers from what I've heard (6 to 9 players per team)
TBH if players are hanging around at the cap point that they're supposed to be taking the intel to then they're playing invade wrong and that's not really a map issue. If they were stuck there because they were lost or couldn't fight their way back to mid then that is a map issue, the demo should help me figure that out.
I might try a regular ctf variant if anyone's interested.
@Cynick
I've noticed these issues cropping up in prior versions and I'm not sure what's causing them but I'll look into it. I was hoping the doors would be fixed in this version as I went through and replaced all the doors with Booj's prefabs, I guess I'll have to look at each one closely. Any chance of a screeny of the door that was giving you issues please?
Also not sure what's up with the hud, I'll try some tests with some different entity setups to see if that fixes it.
@fubarFX & Flame
Hmm, interesting. I had wondered about moving the cap point up, and it's still an option but I'm wary to move it all the way up to the forward base area as it would make an already fairly compact map into a tiny map. I'm open to any other suggestions though, for example, do you think that by moving it up slightly and increasing the ease of routes into it would suffice?
Also Flame, what do you mean by moving the flag up?
Main things to address then are:
- Optimisation
- Fix doors and HUD problems
- Look at changing the cap point, maybe increase the building's size and move it.
- Look at trying a regular CTF variant
- Consider rearranging the spawn doors, maybe moving the one at mid further from the centre, or add cover to make it less campable
Any thoughts on these topics would be appreciated.
P.S. Thanks to all of you btw, both for playing and for the very useful & constructive feedback. To those who have contest maps, I'm afraid I won't be able to feedback much about gameplay on your maps (I live in a funky timezone here in Korea so I don't get to play much at the moment) but I will make an effort to load up, run around and screeny & feedback on any detailing / lighting / or optimisation issues that I come across in your maps.
P.P.S. Flame, I'm definitely going to make a CP version once the contest is over that's a great suggestion.
