Mexico

CTF Mexico b4

StickZer0

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Nov 25, 2008
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17:18 - Wilson "Sherlock" Wankhouse: So they comment "This is mexico, mapper is too poor to afford a resupply"

This is proof right here of why you should play this map! :D

(Click little pictures for enlarged versions)








Hello, I'm StickZer0, and I bring you my latest map release, CTF_Mexico!

I created this map for the TF2Maps.net CTF competition back in May 2010. Mexico is based in (you guessed it) Mexico, where two teams are trying to steal each other's intelligence, so that when they finally figure out how to enable the friggin' saw in between their bases, they can shred them to bits! Hopefully they won't shred the wrong papers or accidental body parts...
 
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Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
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249
Very nice sketch, can't wait to play it on gameday.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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Nice idea for a CTF map!
Now people could take back the intelligence more easily! (This thing can be good and bad - for the contest... They asked for a "FAST" map, if no body could take the enemy's intel then the game could keep going forever!)
And anyway, good luck with the map!
 

Tinker

aa
Oct 30, 2008
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Looks simple, has an interesting and promising concept - I'll be looking out for this.
 

arctic.vampire

L1: Registered
Jun 15, 2009
1
2
Looks good, when you need testers please let ESG know.
I'll be happy to throw this up for one of our custom map nights..
 

StickZer0

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Nov 25, 2008
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a2:
Majorly re-hauled the centre of the map. Instead of having an S shape, the map is now a line.
A new hut has been made in the middle, with the intention of being open enough to attack easily, but to have enough cover to stop snipers dominating.
Nobuilded parts of the intel room.
 

StickZer0

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Nov 25, 2008
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Hmm? I don't like the idea of artificially preventing sentries in such a manner.

That's what I was thinking but Aly told me it was alright.
The func_nobuild didn't even seem to work, you can still jump and press m1 to build a sentry :/

But it's obvious where you can't build.
 

Psy

The Imp Queen
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Apr 9, 2008
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But it's not alright. It breaks convention and will only piss people off.
 

StickZer0

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Nov 25, 2008
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But it's not alright. It breaks convention and will only piss people off.

Well i'm leaving it for the time being.
I'm working through the map one part at a time, I've redone the mid first, i'll redo the intel second for a3. But i'll leave it as a temp fix while I'm testing a2.
 

Ravidge

Grand Vizier
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May 14, 2008
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Thanks for posting in my thread, Now it's my turn I guess!

[1]: This is some sort of midbase-respawn? I don't like it to be honest, It's cluttered with one-way doors and you can use it to quickswitch classes to spawn back in the 'main' spawn.

[2]: This is the only respawn door you can both enter and exit. Why? One-way door is not a good concept and should be used with care. Most of the time they only belong in a/d maps.

[3]: Lurking in the shadows. I dunno, not a big thing.

[4]: Falldamage everywhere. I would atleast lower the roof so you can get off it without breaking your legs.

[5] [6]: This is just examples. The whole mid is a sniperline, I hope you can solve that somehow.

The flagroom nobuild makes no sense, it's not how you should solve the problem (if it is a problem). And yeah, jumping makes it possible to build anyway.
 

StickZer0

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Nov 25, 2008
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-Updated to A5c-

Contains 3 versions' worth of changes!
Rebuild the centre hut, it now has two mini rooms and an accessible roof.
Intel rooms have got more cover and less dominating sentry spots.
Gamemode re-hauled into Capture the Saw. Read above for details.