Panamint Springs

CTF Panamint Springs a18

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I really don't like all those beams in the first pic, and, 500th post :D
 
Feb 18, 2009
640
629
ctf_panamint_b0010.jpg

^ Yeah this one looks pretty empty now, and boring. :p

I agree with that, and the first one may have a few too many pillars, but otherwise, it looks great!
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I added the pillars because that room looks bad (and probably empty) without them. :p
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Another thing, in Mick's pic, do I see a black step?
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Good to see some textures! The only things that stuck out a bit to me were the pillars in the first picture (way too obstructive in my opinion, maybe only use the lower parts) and the wooden staircase in the second-to-last picture. Maybe make it metal to go with the surrounding textures?
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Excuse me.

:p
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
First of all, close this door until the point is capped, not just the grate above it, because going in there is absolutely useless and just wastes time at that point.
ctf_panamint_a160003.jpg


Anyway, I guess you're probably a bit stumped on the cover for stage 2, but well, what I thought up ended up being quite simple actually. If I were you, I'd definitely add more cover to the point itself to nerf sticky/rocket jumps, and then add a building in the way to stop snipers and demomen a bit more.
ctf_panamint_a160009.jpg

ctf_panamint_a160008.jpg
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Look what I did!

ctf_panamint_b0012.jpg
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Looks nice, make sure to playerclip that fence, We don't want invisible spy blocking from the other side.
 

Tinker

aa
Oct 30, 2008
672
334
MuffinMan's suggestions look nice, but be sure to open a few windows to not render snipers useless instead :p

The map generally needs more cover for RED, as attacking is very easy now. I think that, if you could just give them more cover around control points, it should become a little more even.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I'm sorry that I can't show a lot of new and shiny things, but I just don't got enough time to map in weekdays because of school. :(

ctf_panamint_b0017.jpg


ctf_panamint_b0018.jpg


ctf_panamint_b0019.jpg


ctf_panamint_b0020.jpg
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
So you will get a B1 out within 24 days? :O
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
So you will get a B1 out within 24 days? :O

To be really honest, I don't think so.
If I don't get everything detailled I will probably release an a17 with everything textured and submit that for the contest. I still hope to get a b1 ready (which would include map fully textured + detailled, a 3D skybox, an awesome explosion at the end, and a custom intel.) though.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Looks a bit plain, to be honest. Add some props in - that will spruce it up :)

Looking great though!
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Since I'm almost done with -basic- detailling and texturing 3-1, I was thinking of how to detail 3-2. But I realised 3-2 had a few problems.
Well, sometimes 3-2 plays good, but sometimes blu can just random cap the last point, which is not good. BLU has too many routes to this point with the exit almost right next to the point. I was thinking which routes to block for blu or changing the layout but I couldn't find a lot of ideas. :(

I might block the route with the 3 windows next to 3-2 for blu, so they can't just jump on the point as a scout with the flag. Do you guys have some other ideas, about how changing the layout? :/ Please post your suggestions if you have some.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Id say cut back on the side path that is south of the point with the widnows. Try and force blue to have a more direct approach with limited flanking ability.