Home Front

Discussion in 'Map Factory' started by VelvetFistIronGlove, Jan 10, 2010.

  1. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    My CTF competition entry.

    There is one neutral flag that spawns in the centre of the map. Each team can pick up the flag, and take it to the capture zone at the top of a silo in enemy territory. If you drop the flag, the enemy can then take it and cap it: it never returns to the centre of its own accord.

    This map has now got a proper name; it was formerly known by the working title of ctf_desind. All future versions will be ctf_home_front.
     
    Last edited: Jan 22, 2010
  2. littleedge

    aa littleedge L1111: Clipping Guru

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    Fences outside spawn need clipping. Collision mesh is as wide as the poles are, so make sure your playerclips cover the entire poles to prevent fail clips.
     
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  3. The Political Gamer

    aa The Political Gamer

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    VFIG don't be lazy and build your cubemaps!
     
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  4. Tinker

    aa Tinker

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    While the gameplay is interesting and the general layout seems good (especially the towers - they're fun, keep them) it felt like everyone was going off to the sidelines, while they should be directed towards the middle first. have the map bottleneck around the middle area where the flag is, as it's more than big enough an area to support two teams clashing, and would make for more big fights going on instead of the occasional 1v1.
     
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  5. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    The map lay out is great!
    Unlike what Tinker said I think the side passages are good (and they mostly have more than 1v1 fights). The Only thing you need to do, for what I think would be the best, is to detail the map and make it look more in a TF2 style! (and add cubemaps - even if it's an a1...)
     
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  6. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    After a quick runthrough and a playtest yesterday:

    It feels open from the word "Go."
    The Layout is simple, which is good although it's rather confusing with the 2 arrow signs pointing in different directions.
    The long sightlines are another issue to address as well.
     
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  7. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Alpha 2 is now out: Get it here!

     
  8. Boylee

    aa Boylee pew pew pew

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    Unfortunately I only got to play this for about 5 minutes as it was ending when I joined, so I never really got past the "wait, where am I?" stage. I followed a few people about as a medic and a couple of things that struck me were that it did seem pretty easy to spawn camp and that there needed to be some health in the middle, like maybe below the flag spawn. There might well be some near there I just didn't find it.

    Looking good though, hopefully next time I'll get to play it for a bit longer.
     
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  9. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    There was meant to be a small healthkit under the bridge; it was there in a1, and somehow I must've accidentally deleted it in a2. Thanks for spotting that!
     
  10. The Political Gamer

    aa The Political Gamer

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    [​IMG]
    [​IMG]
    Both are on RED and BLU.
     
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  11. Jindo

    Jindo L3: Member

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    As I suspected, this map is very large and problems similar to what we had in Assembly occurred here due to the size of the map, although in its current state it could probably work for Highlanders (and overall we think it would be a really fun map for public servers too.)

    ---

    Map's Note Page - People weren't using the /n feature a lot while they definitely had a lot to say about the map, this has helped me to come up with new features for the system (hopefully it will be a very efficient map testing tool by the end of this contest too!)

    Similar to my comments on Nutomic's map, there are a couple of tweaks that we feel will make this variation of CTF better for competitive play:

    1) Longer Intel Respawn Times: We noticed that there was a respawn time on this map, but it was quite short, needs to be much longer to give players a chance to get back to the intel's starting location.

    2) Controlled Ownership of Intel when Dropped: As I suggested on Nutomic's map, it would be great if the intel was locked to the team of whoever dropped the intel for a period of time before becoming Neutral, this acts similarly to reversing a cap in a 5cp map and gives the team that lost the intel a chance to redeem themselves.

    ---

    I'll get your STV demo in a bit, despite the lack of notes sent to the site people definitely had a lot of criticism and improvement for this map and I think it could go very far.

    Good job so far!
     
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    Last edited: Jan 18, 2010
  12. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    This map has now got a proper name; it was formerly known by the working title of ctf_desind.

    Thanks to Nutomic for coming up with the name homefront, and for choosing another name for his map instead :)
     
  13. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Bump for alpha 3 release. There have been some major layout changes in this version:

    Alpha 3:

    * Respawn times are now 5 - 10 second.
    * Flag respawns 20 seconds after capturing.
    * Paths to enemy territory now all pass through central area.
    * Major layout changes around spawns.
    * Team intro messages are no longer the 5cp message.
    * More health and metal available at appropriate places.
    * Better signs to intelligence and capture points.
    * Round ends correctly at time limit.
     
  14. Psy

    aa Psy The Imp Queen

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    The map is too large, but it's not that anything is overscaled, it just seems that as soon as you leave spawn you have far too many routes to choose from which leads to people being spread out all over the map.
     
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    Last edited: Jan 22, 2010
  15. Caliostro

    Caliostro L6: Sharp Member

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    I love the idea, but this map still seems to suffer from the problem I mentioned at first: it's big.

    The map itself is not big, although it feels big because of how tall things are, it's the fact that the existence of one single flag forces the team to run back and forth through all the map. It's inherent to 1-flag-ctf modes that most of the game is spent running, so the map has to compensate for it.

    Maybe it's me, I haven't been the biggest fan of 1-flag-ctf maps so far, prefer regular ctf... I'd say put out a "side test" version with 2 flags, invade CTF... See how that goes and compare.
     
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