Maze

Discussion in 'Map Factory' started by A1Ber, Jun 12, 2009.

  1. A1Ber

    A1Ber L1: Registered

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    Hi there,
    I've made a Capture the Flag map that takes place in a maze. There are four different spots that each flag spawns at (it rotates after a capture). There are two towers in "no man's land" which are handy for snipers and such. The maze is rotationally symmetrical, as is the distribution of health and ammo.
    Yes, one can jump over parts of the maze or walk on the walls. This does make one a pretty easy target though.
    In terms of class balance, I think it's pretty good except for heavy, who might be at a disadvantage.
    Please try it out and let me know what you think.
    -A1Ber


    p.s. before you freak out, there are signs pointing towards the exits (i.e. from your base area to the neutral areas) and towards the flags. also the compass is invaluable. as well, at most dead ends you'll find health or ammo, so it's not too bad to get lost. :)

    yes. demos, soldiers, and scouts with the force of nature can jump onto or over the walls. engineers can crouch-jump onto a dispenser and then onto the walls. anyone can jump off of a tower and land on top of the walls. getting on top of the walls grants the obvious sightline advantages, and lets you traverse big distances pretty quickly, but opens you up to a lot of sniping, and you'll miss all the ammo and health packs.
     
    Last edited: Jun 13, 2009
  2. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    :| thats insane
     
  3. brick

    brick L3: Member

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    Looks cool, but im sure its pyro friendly to the max!
     
  4. Fire Tock

    Fire Tock L1: Registered

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    are you going to texture it?
     
  5. A1Ber

    A1Ber L1: Registered

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    well yeah, of course
    but right now i'm looking for playability feedback

    texturing will basically be blue walls in the blue area, red in the red area, and some sort of neutral stone in the no man's land. those will help with subconscious navigation I think.
     
  6. red_flame586

    red_flame586 L7: Fancy Member

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    How do you know which point the flag is at and more importantly, how can you find it
     
  7. eerieone

    aa eerieone

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    to make it more confusing, turn these walls to glasswalls ^^
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    toolsinvisible
     
  9. Altaco

    Altaco L7: Fancy Member

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    Make the walls randomly change position.
     
  10. Narkissus

    Narkissus L5: Dapper Member

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    I think it needs trap doors and stuff, to make it even more confusing, perhaps teleporters going to different areas.
    You know, to piss off the players even more.
     
  11. Kronixx

    Kronixx L5: Dapper Member

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    /me explodes
     
  12. Ninjilla

    Ninjilla L7: Fancy Member

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    If yall wanna piss off players, just make a big trigger_hurt around the flag cap areas :p
     
  13. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    This could be really fun. Or really frustrating.
     
  14. Artesia

    Artesia L6: Sharp Member

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    can demos or soldiers jump over the walls?
     
  15. StoneFrog

    StoneFrog L6: Sharp Member

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    I'm envisioning a 16v16 where every player is a Spy with the Cloak and Dagger.
     
    Last edited: Jun 12, 2009
  16. Fire Tock

    Fire Tock L1: Registered

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    make the walls reflective, or mirrors.
     
  17. Artesia

    Artesia L6: Sharp Member

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    make the floor glass with skybox below it, put a sky_camera above the middle of the map with the scale set to 1. let people watch everyone run through the maze :p
     
  18. A1Ber

    A1Ber L1: Registered

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    It is pyro friendly, but it's also easy enough for soldier/demo/scout to take out those pyros.

    The compass! It plays much like being in a real maze. The flag is going to be at one of four points in the enemy's territory, and the compass helps you get there. I did not find locating the flag to be an issue. In fact, it's what makes this map fun!

    oh god i hope you're joking

    that is actually something I considered. afaik though stickys won't stick to brushes that move (i.e. that are tied to func_brush or func_door). someone please correct me if i'm wrong.

    that might be going too far. engineer teleporters are pretty darn useful in this map, though.

    yes. demos, soldiers, and scouts with the force of nature can jump onto or over the walls. engineers can crouch-jump onto a dispenser and then onto the walls. anyone can jump off of a tower and land on top of the walls. getting on top of the walls grants the obvious sightline advantages, and lets you traverse big distances pretty quickly, but opens you up to a lot of sniping, and you'll miss all the ammo and health packs.

    no.

    that confuses me so much. there is however a spectator camera directly above the map (see the first screenshot) which is fun to watch when you're dead.

    and to sum it all up:

    Please download and try it out! Feedback is infinitely more useful when you're speaking from experience, and not just from looking at three screenshots! (not to insult the above commentors)
    -A
     
  19. Artesia

    Artesia L6: Sharp Member

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    the comment about the sky_camera means that the map, would show itself as its own skybox. with the glass floor, people could look down, and see the map from above, it doesn't render their player model to my knowledge, but they can see others, so they could theoretically see everyone else in the map, but they would have to stop and look down in order to do so.
     
  20. A1Ber

    A1Ber L1: Registered

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    ok cool. i'll fool around with that but I can't see it ever being playable. putting an overhead view screen in the spawn room might be fun though.