medieval

CTF medieval a3

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Mess About

L6: Sharp Member
Jan 16, 2017
357
161
After watching the demo, I decided to rework the map completely:
Scale down, Remove ramps, More chokey,....

Overview
rfEe72m.jpg


Bridge
aZ4FgSp.jpg


Fort
h2WilP1.jpg


Spawnroom
Xm6bMjJ.jpg


Low room
H2ExBAE.jpg


Intel
oWzTtr6.jpg


Capture the scroll lads

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Last edited:

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,235
1,721
I can't tell where the spawnrooms are. Do you even have any?

Also, shouldn't each spire face a different base, instead of both facing BLU? That could lead to some easy BLU victories, so you should probably flip one of the spires.
 

Mess About

L6: Sharp Member
Jan 16, 2017
357
161
I can't tell where the spawnrooms are. Do you even have any?

Also, shouldn't each spire face a different base, instead of both facing BLU? That could lead to some easy BLU victories, so you should probably flip one of the spires.

yes, yes i do and both buildings have 2 ramps for each side
 

Mess About

L6: Sharp Member
Jan 16, 2017
357
161
Small update:

The map plays out pretty well, except the flag got capped too quick. But the problem is there's only ONE exit for the flag runner, I mean if the defender react quickly and block that one door, there's no way the attacker can carry the flag out, oh well.

Player now have to climb on the ladder, instead of just a ramp in disguise, prevent Demoknight recharge and others keep running back up to the resupply cabinet
t3hYGoT.jpg


Remove the ropes on the bridge, since it's a little bit too easy (especially for Scout) to move around over people's head. Also the bridge has been expanded
8GVBlVk.jpg


Make the water clearer to see
1DkhuEq.jpg


Remove medium health pack under the bridge, change health and ammo packs in base to small (from medium)

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