Converge

Discussion in 'Map Factory' started by Psy, Jan 21, 2010.

  1. Psy

    aa Psy The Imp Queen

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    A map featuring the Invasion style of CTF where both teams must fight over 1 flag and deliver it to the enemies base in order to capture it.

    • There is 1 flag that spawns in the center which can be picked up by either team.
    • The goal is to take the flag deep inside the enemies base in order to capture it.
    • Upon capturing the flag will return to the center with a 10 second cooldown in place which will temporarily disable the flag to allow teams to regroup.
    • The flag has a short timer. Once it expires, it will return back to the center.

    Enjoy!
     
    Last edited: Sep 12, 2010
  2. Micnax

    aa Micnax I maek map

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    Intriguing name... and intriguing layout! :O
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Middle looks very tastey, as well as the cap point area. Have you put this up for a gameday yet?

    It looks like it'll play very nicely for pub, can't say much for comp though.
     
  4. Psy

    aa Psy The Imp Queen

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    It's been put up for Gameday for Sunday 31st on the EU server (assuming that it will back up by then) and tomorrow I will try and arrange some impromptu testing alongside other contest entries.
     
  5. ScorpioUprising

    aa ScorpioUprising

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    Liking the look of this so far. The middle looks excellent.
     
  6. nik

    nik L12: Fabulous Member

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    so just played a full round on this with some friends.

    only a few issues, other than that it's pretty good.

    1. the round didn't end...after the timelimit was over we had like 25-3 points (this is probably the server but whatever)

    2. near the capture points at the top of the ramps is SUPER dark, like pitch-black..you should definitely fix that.

    3. it kind of looks like a Gorge copy, but its good.


    anyways, yeah.
     
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  7. Psy

    aa Psy The Imp Queen

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    Alpha 2 - 27th January

    Major Changes

    • Added new route into the bases accessed via the middle.
    • Made some modifications to the middle to open it up slightly and to accommodate the new route.
    • Extended the long route into the base to allow access to a balcony above the capture zone. [1] [2]
    • Shortened the distance of the long route out of spawn. No longer leads to the ground floor.
    • The door at the end of the shortest route leaving spawn has now been moved back and rotated removing a direct line-of-sight which made demo camping easy peasy.
    • Replaced brush-based doors with windowed doors to allow players to view anybody outside.
    • Removed LOS that allowed players to snipe down the middle from behind their respawnroom visualiser.

    Minor Changes

    • Added goal strings upon map spawn to inform players of the objective.
    • Improved lighting in the capture room.
    • Added observer points.

    DOWNLOAD NOW!
     
  8. Psy

    aa Psy The Imp Queen

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    My list of things to do in the next alpha.

    • Add ammo into capture room. No need to say why.
    • Add glass into window overseeing the capture room. This will make it easier to defend the point.
    • Generally add more ammo around the map.
    • Modify/remove side route. It's far too effective. But how effective it will be in it's current state along with the added ammunition in the cap room to allow easier defence? I've no idea.
    • Move resupply cabinets to opposite wall (where the paths fork).
    • Change to Standard CTF?!
     
  9. Shmitz

    aa Shmitz Old Hat

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    I think one way to dramatically reduce the effectiveness of the left side route is to remove or downgrade the medium health that's there. Right now a scout rushing the intel in can grab two medium health kits one right after the other on his way in.
     
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  10. DaBeatzProject

    aa DaBeatzProject

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    For the last thing; Yes. I think that is a good idea. You can always, always always set it back to the invade thingie. So i say: give it a go. Will think of the other things later.
     
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  11. Shmitz

    aa Shmitz Old Hat

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    I personally prefer the invade mode because it focuses the action more, but if you do go with standard 2-flag, you may want to experiment with cap-at-flag mechanics. I think your layout could work for that.
     
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  12. MrAlBobo

    MrAlBobo L13: Stunning Member

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    threw it up on the server today for the hell of it, quite fun
    i think our absolute max in players was 7 per team though and it felt very spammy, primarily the middle, though i do like that the middle sees the most combat over the capture points, makes it far more fun.

    Rather significant amount of spawn camping though, once we discovered that the fastest route (by far) led past the other teams spawn we used it alot. Suffice it to say not many of them got out. In fact...once we had this going for a bit there was actually a teleporter going from the capture point to the middle, so we could cap even faster <_<
     
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  13. Exist

    Exist L6: Sharp Member

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    Hiya!

    Played this today on the US server, and have to admit, I had loads of fun. I even killed a few people with luck arrows.


    There are still a nasty sight line down the middle (it's very tiny, but with sniper rifle, I could exploit it). The brushes you put over the fences by middle should be one brush. If it is, it looked like two to me. The shorter route by the spawn is spammy, though, I enjoyed shooting pot shots through it. The capture zones should have 2 small kits of ammo, way in the corner, as for the one sentry I saw was near the truck. Put something to block the window into cap, a windpw frame with holes to still allow nade lobbing but to stop the flood of people jumping through and getting a extremly easy cap.

    I don't know why people complain about little ammo, CTF maps dont need a huge amount of ammo.

    Hope I helped :)
     
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  14. Psy

    aa Psy The Imp Queen

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    Hmm. Interesting idea. I might try it out.

    I might just scratch that exit and move it into the capture zone whilst keeping that route in place with the glass window at the end. It only encourages spam and dirty tactics so I see no need for it now.

    The fences in the middle only have 1 brush in Alpha 2 and, yes, the sightline down the middle is still an issue I'd like to solve.

    Thanks for the feedback guys!
     
  15. Psy

    aa Psy The Imp Queen

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    Alpha 3 - January 31st

    • Added more ammuntion around the map. 2 small ammopacks in the capture room (one behind the barrels, another in the corner room leading to the balcony behind the cap), 2 medium ammopacks along the middle (to encourage engis to move forward), as well as some other placements.
    • Added glass to window overlooking the capture room.
    • Moved spawn behind the capture room. [1]
    • There is now a spawn exit above the left side-route.
    • The capture zone is now smaller and the balcony above it has been extended making it more difficult to drop down directly onto the point. [2]

    DOWNLOAD NOW!
     
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  16. Colt Seavers

    Colt Seavers L6: Sharp Member

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    looking forward to it :) Now on the maplab.
     
    Last edited: Jan 31, 2010
  17. Psy

    aa Psy The Imp Queen

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    Seemed a lot less spammy then A2 due to the travel time from spawn to the center being a lot longer and it appeared to be pretty balanced ending in a score of 6 - 5. Not sure how to develop it further so I might just sit on the current version for a while to look for any trends.
     
  18. Lancey

    aa Lancey Currently On: ?????

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    The capture zone is very large and exposed, and easy to jump onto as a scout. It flowed well though, but the intel return system needs to be more highlighted. A countdown timer of some sort would help to explain that you can't pick it up for a moment.
     
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  19. Ravidge

    aa Ravidge Grand Vizier

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    gameday:
    Cool map. I had a good time on this one.

    The only thing I got annoyed by was the bridge of spam, and the path that leads directly above and out on the capture zone.

    It was hard to fall back and defend, even if you knew they (he, a single scout) was coming rushing. since he would just pop out and cap faster than it was possible to do damage to him (except sentries, but those are cheating anyway!)

    The bridge of spam was not a big problem, but it got on my nerves when there was enough grenades tumbling over it to basically pull out a surfboard and ride the tidalwave of explosions.

    Fun map though. It could go places if you detail it nicely.
     
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  20. SPHinx

    SPHinx L2: Junior Member

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    Like most of the other posters, I enjoyed playing on this map. I particularly like the center (which is where I spent most of my time). Perhaps a wider bridge there may server to ease the spam issues a bit.

    I also agree with a commented I heard in game about the long tunnels. I think you could do with fewer. Maybe leave the lower one (into which trap door spawn exit drops) and widen the opposite side of the base into a larger staging area.
     
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