- Aug 10, 2009
- 1,240
- 399
Mireland (name subject to change)
Wow I'm excited to finally have gotten this out!
So basically here's a quick backstory. I started working on this map since mid-late august, around 2-3 hours a day with some loose plannage. I kept wondering about the release, but not releasing it. Finally, about a week ago, I decided to debug it and release as-is.
As for the map:
What I want to call ctf_bog (but I find it too boring) I ended up calling ctf_mireland. It is a symmetrical sort of 'c' shaped level, with a lake in the middle. This gives the player three basic routes, go alone the dock, through the boathouse, or through the water. As for the flag, I tried to make it fairly engie-free, and if it is not, which it may be, I will change it to be so. The flag is positioned so that one entrance is next to a spawn room, while another entrance is in sort of an 'atrium' with another entrance to the second spawn room. Currently I would love to know if there is a way to make it so people spawn wherever regardless of spawn room.
I know there are huge sightlines, and I tried to minimize this with some impromptu cover that will be later detailed in beta.
Known issues:
1) the sightlines
2) Map layout is very simple. Later in the alphas I'm going to add a 2fort-esque horizontal tunnel on dock-level above the lake as well, potentially replacing the lakehouse at the bottom. Also, as for the big dev-buildings in the back, I have several ideas of implementing playable space in there as well that will add more routes to the flag room, and more general complexity to the spawn room.
This map is not intended to be perfect. It is my first map I plan to release however, and if it were graded, I would like it to be in the 'b' range (4/5). This is mostly because I have ideas for other layouts of maps that I think are more exciting, but I don't want to double up until later into this map's alpha's.
Finally, when I started this map, I was not familiar at all with any sort of dev process, so expect some random detail here and there.
Thanks,
Absurdist
Wow I'm excited to finally have gotten this out!
So basically here's a quick backstory. I started working on this map since mid-late august, around 2-3 hours a day with some loose plannage. I kept wondering about the release, but not releasing it. Finally, about a week ago, I decided to debug it and release as-is.
As for the map:
What I want to call ctf_bog (but I find it too boring) I ended up calling ctf_mireland. It is a symmetrical sort of 'c' shaped level, with a lake in the middle. This gives the player three basic routes, go alone the dock, through the boathouse, or through the water. As for the flag, I tried to make it fairly engie-free, and if it is not, which it may be, I will change it to be so. The flag is positioned so that one entrance is next to a spawn room, while another entrance is in sort of an 'atrium' with another entrance to the second spawn room. Currently I would love to know if there is a way to make it so people spawn wherever regardless of spawn room.
I know there are huge sightlines, and I tried to minimize this with some impromptu cover that will be later detailed in beta.
Known issues:
1) the sightlines
2) Map layout is very simple. Later in the alphas I'm going to add a 2fort-esque horizontal tunnel on dock-level above the lake as well, potentially replacing the lakehouse at the bottom. Also, as for the big dev-buildings in the back, I have several ideas of implementing playable space in there as well that will add more routes to the flag room, and more general complexity to the spawn room.
This map is not intended to be perfect. It is my first map I plan to release however, and if it were graded, I would like it to be in the 'b' range (4/5). This is mostly because I have ideas for other layouts of maps that I think are more exciting, but I don't want to double up until later into this map's alpha's.
Finally, when I started this map, I was not familiar at all with any sort of dev process, so expect some random detail here and there.
Thanks,
Absurdist
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