hypothermia

CTF hypothermia a12

Mess About

L7: Fancy Member
Jan 16, 2017
413
178
hypothermia - snowy theme ctf map

supposed to be my 72hr Winter Jam 2021 entry, but I underestimated the amount of time needed to finish it and missed the deadline (also didn't want to make a half-ass, just-get-it-done map either) so here we are, 10 days later.

I tend to underscale map in fear of sniper sightlines, so this time I made sure that all outside open spaces are around 2048hu in length and 1024hu in width.

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Mess About

L7: Fancy Member
Jan 16, 2017
413
178
a3
spawn rework and move forward slightly

mid improvement:
displacement rework (slightly scale down & texture painting)
align 2 mid buildings with asymmetrical brushwork
add mid bridge support beams and walls to block sightlines, cut mid in half

ctf_hypothermia_a30000.jpg
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Mess About

L7: Fancy Member
Jan 16, 2017
413
178
a4 - experiment for upcoming spawnroom relocation and intel area rework
remove intel flanking route in lobby
add window on dropdown door
update lobby layout
replace broken staircase on mid with non-broken staircase
remove full healthkit on mid
some minor detailing

ctf_hypothermia_a40001.jpg
ctf_hypothermia_a40000.jpg

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nesman

master of fast travel
aa
Jun 27, 2016
1,389
1,232
I think your main issue is the mid on this map. As it stands it's too wide and players just float around each other and never interact for fights.

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Let's take a step back and see why other ctf maps feel different than yours. The mid is probably the best example here. I'm using doublecross for my example here. Here the routs into mid all converge in similar areas and force the players to interact and fight. Your mid spreads everyone out too far.

Think of it like drawing to V's on top of each other. Not saying to make a choke where everyone has to go through but instead make it so players end up in a similar area.
upload_2022-1-4_12-10-15.png


Your lobbies and flag area felt fine but the mid made it a make or break. A full server felt like a 6v6.
 
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Mess About

L7: Fancy Member
Jan 16, 2017
413
178
I changed the map so much that I can't remember all the details, but still, it's still the same map, just a bit different

a5
move spawn to mid
simplify, simplify, simplify
turn attacker' lobby into one continuous area instead of rooms connected to rooms
intel area rework
and some other changes

screenshots later

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Mess About

L7: Fancy Member
Jan 16, 2017
413
178
sometimes you have to kill your babies

a6
get rid of unnecessary areas
scale mid down by 384hu, intel area also gets smaller as a result
rework intel area, move it closer to spawnroom
spawnroom expanded

screenshots? what screenshots!?

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Mess About

L7: Fancy Member
Jan 16, 2017
413
178
I worked ahead on this version before the playtest, it is not intended to address all the major issues

a8

spawnroom intel door area update, too many stairs is boring (also make it harder to climb back up) and a window to counter spawncampers
add flanking airduct to prevent Soldier or Demo to block attacker' entrance too easily
add window with shutter in spawn lobby for players inside to peek before going outside (also the vent is visible from mid)

ctf_hypothermia_a80000.jpg

ctf_hypothermia_a80001.jpg

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Mess About

L7: Fancy Member
Jan 16, 2017
413
178
I hope this version will solve some of the map' major flaws

a9
- attacking lane layout update to counter over-extending defenders
- mid height change by 64hu lower than previous version to discourage fighting, with details to make it looks like a sewer-thingy, stay true to its original lore
- deploy anti-spawncamping strategy: windows, lots of windows
- improved air duct route, simply because I have too much free time

new attacker' lane
ctf_hypothermia_a90000.jpg
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new mid, deeper
ctf_hypothermia_a90001.jpg


new vent
ctf_hypothermia_a90004.jpg


spawnroom with windows
ctf_hypothermia_a90005.jpg
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Mess About

L7: Fancy Member
Jan 16, 2017
413
178
I think I'm done with this map, for now. Still have so many ctf layout ideas to experiment

a10
expand skybox
basic optimization
asymmetrical layout and detailing
add 2nd attacking spawndoor to counter spawncamping
minor changes based on feedbacks

Blu new attacking route
ctf_hypothermia_a100000.jpg


Red new attacking route (more boring than Blu')
ctf_hypothermia_a100001.jpg


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