ctf_lavapit

ctf_lavapit b2

Jun 10, 2015
72
40
ctf_lavapit - Medieval CTF.. Why not right?

THIS IS NOT THE FINAL VERSION!!

A Medieval CTF map, For the 2017 Winter 72H Jam.
Yup.
 
Jun 10, 2015
72
40
A2: Why are you using textures?!
- Made some displacements on mid not enslave you
- Added an extra route to the wall area
- Replaced some announcer lines with demoman
- did something to the demoramps
- Made the map a bit lighter

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Jun 10, 2015
72
40
- Redid spawn, Moved main exit to the side so its harder to camp & not visible from the enemy chat.
- Redid the flag room, The flag is now in the middle of the room
- Replaced YE PLANK with a bridge that scouts can jump onto.
- Moved the demo ramps to the other side of the bridge
- Added a tiny amount of signage for the flag.

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Jun 10, 2015
72
40
The Slow, The Ordered and the messy
- Picking up the flag now slows you, Hopefully this will make sure you can catch up to scouts. Hopefully also creates some kind of cooperation.

- Replaced the devtexture megawall with some basic deco.
- Added particles to the huntsman igniters
- Hopefully removed the last of the devtextures
- Fixed a hole in the roof.'
- Added cubemaps & a spectator cam
- Hopefully fixed the lighting.

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The Siphon

L6: Sharp Member
Mar 2, 2015
278
190
I noticed few things that could use fixing.
  • Firstly the intelligence barrel is actually floating above the table.
    HBZyQfa.jpg
  • There seems to be a floating fire particle in the blue intel room.
    pP1eVgb.jpg
  • Also you should add something like a fence or something, since you can't really tell there is an invisible wall there
    SelA1WM.jpg
  • Capturing the intelligence is hard since you walk so slowly. You are an easy target for huntsman snipers and anyone who runs faster than you.
  • The clip brush on top of the wooden stairs (all of them) causes a little bump when walking over

Keep testing the map on map tests and it should be good.