cp_hallway

Discussion in 'WIP (Work in Progress)' started by Tokit, Mar 16, 2008.

  1. Tokit

    Tokit L1: Registered

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    [WIP] cp_hallway

    Big bump, this map isn't dead but still getting worked on here and there.


    Currently: cp_hallway_v2

    Pictures
    Overview
    [​IMG]

    The centre cap
    [​IMG]

    The blu side path (Just put it in V2, not very detailed at all.
    [​IMG]

    The red side path (Same thing but a bit more detailed)
    [​IMG]

    The centre from the blu side room.
    [​IMG]
     
    Last edited: Feb 27, 2009
  2. Brandished

    Brandished L5: Dapper Member

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    My eval from Sundays gameday:

    - Needs at least one midway point (a side room or cubyhole of some sort) in the hallways before the final cap-points for people to reload, spies to hide while there cloak recharges, etc.
    - No env_cubmap's

    Why are the doorways above the central control point one way? The match I played on this map dragged on a bit too long; the center control point kept changing sides and the center area was a bit of a spamfest. While it wasn't any where near as bad as (dm)ctf_hallofdeath, I still think it needs something to break up the flow a bit, as it plays more like a dm map the way it is now.

    Overlooking the above, not too bad of a map, keep up the good work.
     
    Last edited: Mar 18, 2008
  3. Tokit

    Tokit L1: Registered

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    Big bump
     
  4. The Asylum

    aa The Asylum

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    Is there just one point? That's what it looks like in the overhead view
     
  5. Tokit

    Tokit L1: Registered

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    No, there's one at both bases, it's just under the platform with the little team logo. (right outside the spawns)
     
  6. uma plata

    uma plata L6: Sharp Member

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    Had fun on this today

    My comments:

    Need more of a transitional area from the first spawn, like a wall on the ledge or some cover there. Right now it's easy for defenders to hang out in spawn, jump out to defend, then jump right back in. This would also assist with any spawncamping issues, although I didn't see any today

    Snipers have a pretty good sightline from their final cap all the way up to the freight containers at mid. Thats OK if intended, I'd just like to see some better cover in the hallway from mid to final (those overturned tables don't do a whole lot)

    I though health and ammo were pretty well distributed. The side routes are very viable and serve their purpose well

    Good work, it's great to see another 3 CP push map!
     
    Last edited: Mar 1, 2009