- Apr 13, 2009
- 728
- 309
Hello everyone. :blushing:
This is my first half-serious attempt at mapping since the Source engine was released.
Docksbay is a relatively small cp map where both team attack and defend at the same time and that features only 3 control points. It has a short 30 seconds setup to make sure that even the slowest classes can get in advanced positions before the anyone caps the middle point.
Currently the map sorely lacks detail in some areas (mostly indoors...), and probably could use more work overall, but I'm more worried about the playablity right now.
I have set all 3 points to 'normal' middle point, cap speed, ie 4 seconds for 4 cappers. This may be a problem with the final point being too hard to capture. On the other hand, successful capture means success, and given the relatively small size, it shouldn't be too easy...
I have tried to emphasize the multiple routes to objective approach, and to give some vertical combat options (though not as much as I initially wanted) as well as advantageous places where to sticket jump. There are a few obvious sniper spots but they're not extremely advantageous in my opinion due to a lot of cover being available. If you're standing on said cover, though, that's another story. I don't know about sentry placement though because I must confess I'm a terribad engineer and to me, all places are bad for a sentry...
Oh yeah and those rail tracks are not just there to look nice, but you probably expected it...
I'll try to get it played on a server I visit regularly but I'm having trouble with my connection... so basically, any feedback would be greatly appreciated.
This is my first half-serious attempt at mapping since the Source engine was released.
Docksbay is a relatively small cp map where both team attack and defend at the same time and that features only 3 control points. It has a short 30 seconds setup to make sure that even the slowest classes can get in advanced positions before the anyone caps the middle point.
Currently the map sorely lacks detail in some areas (mostly indoors...), and probably could use more work overall, but I'm more worried about the playablity right now.
I have set all 3 points to 'normal' middle point, cap speed, ie 4 seconds for 4 cappers. This may be a problem with the final point being too hard to capture. On the other hand, successful capture means success, and given the relatively small size, it shouldn't be too easy...
I have tried to emphasize the multiple routes to objective approach, and to give some vertical combat options (though not as much as I initially wanted) as well as advantageous places where to sticket jump. There are a few obvious sniper spots but they're not extremely advantageous in my opinion due to a lot of cover being available. If you're standing on said cover, though, that's another story. I don't know about sentry placement though because I must confess I'm a terribad engineer and to me, all places are bad for a sentry...
Oh yeah and those rail tracks are not just there to look nice, but you probably expected it...
I'll try to get it played on a server I visit regularly but I'm having trouble with my connection... so basically, any feedback would be greatly appreciated.