Parabolic

CTF Parabolic A10

Mâché

Big Ferret
aa
Sep 7, 2015
392
317
Pogger - A tweek to the CTF formula set in a watery gravel mine.

In this CTF map, picking up the intel closes off one of the escape routes (as long as the intel is being held). This map takes a bit of inspiration from ctf_chin with the usage of a one-way dropdown.

I made the A1 of this map over the course of several streams on my YouTube channel. Thanks to everyone who stopped by and gave their input on the map during that time.

Special thanks to Konclan/Afro Melon for the blue variant to the red 2fort metal fence.
 
Last edited:

Alternating Current

L1: Registered
Oct 29, 2019
34
10
Ah, the streams. Or, as I called them, Paper tries to map while people shitpost in chat™.

Anyways, I decided to load up this map, and mess around with some bots. After three rounds, a not-so-good pattern emerged. The intel always went down the short route. There simply wasn't enough time to set up a level three before a heavy jumpscared me.
20191231083557_1.jpg


So, yeah. The under-track passageway. The short route. I wanted to figure out how fast it was.

No FaN jumps, no boost, just Scout.

Turns out, running from intel to pad took just six seconds to get to. Keep in mind, there was a red heavy there, too, about to wreck me to pieces. Overall, I suggest you make the "Short route" a bit longer or more defendable.

That's all. Otherwise, the map looks and plays amazingly well for being made on a stream.
 

Mâché

Big Ferret
aa
Sep 7, 2015
392
317
After some feedback, I tweaked the sewer/dropdown building as follows:

-Replaced stairs into/out of sewer with another chin-style dropdown
-Added doors to sewer cap closest to intel that close when intel is picked up and only re-open on cap or on intel return.

These aren't the best solutions to the problem they're trying to solve, but I haven't seen how the map has actually played yet, so we'll see how it goes.

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Mâché

Big Ferret
aa
Sep 7, 2015
392
317
Changelog:
-Fixed broken doors (hopefully)
-Moved doors that closed on intel pickup to deeper inside the sewer so that the dropdown into sewer can be used to reach the intel spawn even while the intel is being held
-Added func_respawnflag to inside aforementioned doors to prevent exploits, as well as making them also open when the intel is dropped (ie, doors will now only be closed if the intel is actively being held by a player)
-Adjusted dropdowns such that they can be peeked open if need be
-Reduced pack sizes near intel spawn
-Added large doorframe to replace high decorative bridges at mid to make it a little more difficult to take the flag through to mid
-Added window balcony thing between aforementioned structure and intel valley bridge to grant attackers an angle on sentries near the intel (this can also potentially be used by defenders to inhibit stealing the intel)
-Added tiny func_nobuild directly on top of where intel spawns (may be changed later)
-Added some lights + other minor geometry changes

Forgot screenshots, will take them on A3

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Mâché

Big Ferret
aa
Sep 7, 2015
392
317
Changelog:

-Removed "cap at mid" gimmick, now normal CTF, however;
-Added a 5 second respawn delay to intel when intel is capped
-Replaced helipad at mid with crane holding a box, added other bits of cover here and there and merged the weird large doorway into mid with the crane supports
-Merged the two medium packs at mid into a single medium pack under the crane
-Added func_nobuild to the tanks in the sewers
-I'm a sick fuck I like moster truck

Screenshots:
20200102221933_1.jpg
20200102222023_1.jpg


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r0nii

L4: Comfortable Member
Mar 16, 2019
183
28
alert shitpost!
me: always using nodraw as main texture
everyone else: using white build texture
 

Mâché

Big Ferret
aa
Sep 7, 2015
392
317
Changelog:
-Added a new spawn exit closer to the valley, replaced the old main exits with static (decorative) shutters (other smaller exit remains)
-Shortened spawn times
-Added wires connecting the intelligence control point things to the dynamic sewer doors to better indicate that the intel affects when they open/close
-Clipping
-I forgot what else I did that wasn't detailing-related
-Penis inspection day part 2: electric boogaloo

Still no screenshots because I'm a dumbass

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Mâché

Big Ferret
aa
Sep 7, 2015
392
317
Changelog:
-Redid mid to be more betterer
-Replaced dropdown into sewer with staircase, just like the original a1
-Straightened sewer tunnel from sewer to mid, turned corner sewer tunnel from sewer to intel into an extension of the room
-Added ledges at mid and valley to improve pushing in and out of the valley area
-Made health next to entrance of remaining dropdown medium instead of small
-Readded large middle exits from spawn and removed the tiny side exit, but kept the newer far exit, all to facilitate players going to mid more than intel
-Adjusted lighting
-Fixed intel being completely invisible during brief disable period
-(hopefully) fixed wires being invisible
-Penis Inspection Day 2: Inspection Boogaloo

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Mâché

Big Ferret
aa
Sep 7, 2015
392
317
-Fixed intel teleporting back to its base when it crosses through the enemy team's dynamic sewer door
-Penis Inspection Day Episode 2, Part 1: Wilson and Chin get moved to the top of the list

Gonna update the screenshots in the main thread because I haven't uploaded screenshots in a while.

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Mâché

Big Ferret
aa
Sep 7, 2015
392
317
Changelog:
-Changed name to Pogger (can we get a pogchamp in the chat)
-Replaced all dev textures with real textures
-Minor detailing adjustments
-Slightly raised mid platform to make underneath area less cramped vertically
-Adjusted health and ammo sizes and placements everywhere
-Made doorway connecting mid to dropdown room larger to make it a more viable entrance to mid
-Fixed misaligned objects
-Poggers

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Mâché

Big Ferret
aa
Sep 7, 2015
392
317
Changelog:
-Replaced weird overhang building above leftmost spawn building exit with smaller ledge that only mobile classes can reach, but is otherwise more exposed and less useful than before
-Where stairs to aforementioned replaced overhand thing used to be, added entrance to a new route to mid that exits on top of the small ledge just outside of the main entrance
-Fixed intel returning to enemy base upon passing through own sewer door
-Detailing adjustments
-Added ammo to the health just outside of the main entrance to mid
-Added cover in various spots to block ridiculous sightlines
-Added tank + clipping to rock nearest the dropdown to cut off a potentially OP highground position
-E

Screenshots will be updated in the main thread instead of here.

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Mâché

Big Ferret
aa
Sep 7, 2015
392
317
been a while since i touched this one
also forgot where a9 went, but we're going straight to a10 baybeeeeeee

Changelog:
-Changed map name from Pogger to Parabolic
-Retheme from watery Gravelpit-esque to Mountain Lab-esque
-Replaced the entire main mid structure with a new one ft. a slow-rotating satellite dish (hence the new name)
-Replaced many of my older and worse technical decisions (ex: replacing nonsolid func_brush roofs with nonsolid displacements, replacing nonsolid beams with func_illusionary, etc, brushwork cleanup, etc)
-No idea what else I did, just enjoy the map, I hope I can get this to beta maybe, cause this was one of my closest good attempts at getting a map to a possible beta state
-Had lesbian sex with Herobrine behind a Walgreens in 1997

No screenshots cause I didn't feel like it
just take my word for it lmao

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