CTF CTF Quick (and Dead)

Discussion in 'Map Factory' started by clayton, Jun 29, 2011.

  1. clayton

    clayton L1: Registered

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    CTF Quick (and Dead) v0.02

    Hello all.

    This is my first map submission. I basically took a day to build the basics, and another to iron out some creases, and make it look presentable (you'll forgive the all-but-empty skybox).

    It's a compact CTF map (quickest route is approx. 25 seconds from flag to flag for scout). It has a simple layout: taking the lower, indoor routes provides cover from sniper fire, but is cramped and may be locked down quite easily with sentries; the rooftop is far more open, but provides little cover.

    I went for a kind of generic farm theme, with Harvest sky. I wanted contrast of light and shade (natural light outside, mostly, and artificial light indoors). It's modest to look at, but I hope it's fun to play.

    All feedback very welcome.

    Cheers! :)
     
    Last edited: Jun 30, 2011
  2. Ninja

    Ninja L1: Registered

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    Your Fundemental Layout looks reasonable, but id suggest paying a bit more attention to detail on the walls of buildings, and the large open area, so that the map feels more alive, i do appreciate that its rushed. Maybe some screenshots of the spawn area? :)
     
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  3. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    It seems very linear. There's not many corners, elevated platforms, etc, that a fun map has. It might be suitable for quick, fun battles, but I havn't played it yet.
     
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  4. clayton

    clayton L1: Registered

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    Thanks for your comments Ninja and Aly. Much appreciated :) You've given me a couple of thoughts about modifications already.

    Aly, I think you're right about linearity. That said, the map does have a few deviations from a straight line, which make it more interesting. If you could give it a brief playtest I'd be really grateful for further thoughts. Failing that, if you check out the shots in this gallery: http://min.us/mvjoS4F hopefully you'll get a better feel for the elevation inside the barn. I'm quite pleased with the height variations I incorporated throughout the map (but good to have fresh eyes look at it).

    Ninja, there are two spawn rooms on each side, one much bigger than the other (which has two entrances/exits). They all feed out onto the ground floor, and aren't immediately in the firing line. If you also look at that gallery (http://min.us/mvjoS4F#7) I've highlighted the spawn room doors. The rooms are sparse. As you know I've not done much detailing work at all, they're just functional for the moment.
     
    Last edited: Jun 29, 2011
  5. REEJ

    REEJ L7: Fancy Member

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    looks way better than my first 'training' map (glad I didn't release it)
     
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  6. clayton

    clayton L1: Registered

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    to be honest, it's not exactly my first effort (call it my third attempt, maybe -- not counting old UT99 maps!), but it's the first one i've felt confident enough in to subject to public scrutiny. it's right to call it a 'training' map though, i'm still learning some of the basics.
     
  7. clayton

    clayton L1: Registered

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    made a few last minute changes for 72hour contest entry (see changelog). Pics here: http://min.us/mveLIp1

    No chance of winning the competition! but good to know people will have played the map a bit :)