CTF PhantomTheft

Discussion in 'Map Factory' started by Phantom_Theft, Apr 11, 2012.

  1. Phantom_Theft

    Phantom_Theft L1: Registered

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    The message you have entered is too short. Please lengthen your message to at least 1 characters.

    Reverse chronological changelog below.
     
    Last edited: Apr 13, 2012
  2. ForbiddenDonut

    aa ForbiddenDonut

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    Just looking at the screenshots alone, I am worried a few of the paths might be a bit too narrow (especially in middle, where most of the action of the map will occur). With the lack of a third side-route and the general straightness of each hallway, Snipers are going to be quite powerful in mid. One player can guard both chokes coming out of mid, making it an overpowered Sentry/Demoman position. If you added, say, an underground side-route that connected to mid for both sides, it would be a lot more viable for Spies/Pyros/Scout to play on this map. Otherwise, I don't see myself, as a Spy, being able to get passed what would surely be a spam-fest in mid.

    Also, I can't tell - where are the spawns? I'm guessing they haven't been put in yet. For the future, it's absolutely vital that you make sure that the path to and from the flag does not go pass the enemy spawn. If it does, your map will stalemate for an eternity.

    For a good, indoor CTF layout, take a look at pro_turbine. Just don't copy its boring aesthetics. :)

    Hope that helps!
     
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    Last edited: Apr 11, 2012
  3. Jeremy

    Jeremy L11: Posh Member

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    I can see two sightlines in the last screenshot, at the center, and they're pretty damn long. Snipers will be dominating in those areas, which is particularly bad because those are the only paths to the intelligence.
     
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  4. Prestige

    aa Prestige im not gay anymore

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    phantom theft is a pretty cool name
     
  5. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    You should have the flag carrier be reskinned into a ghost whilst they are stealing the flag.
     
  6. The Asylum

    aa The Asylum

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    Most people don't like mirrored maps, it really screws with their sense of direction
     
  7. tyler

    aa tyler snail prince, master of a ruined tower

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  8. Little Dude

    Little Dude L4: Comfortable Member

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    Just a thought, but if you were to create an area in between the two middle hallways, that might concentrate most of the action in that spot. Also, like ForbiddenDonut said, add some underground passageways that connect to this middle piece.
     
  9. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Make sure you clip that stair model, it has weird collisions on its own.
     
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  10. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

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    Arrows on the floor don't look good and kind of are strange for the eyes. Regular arrows mounted onto walls are good since they are above the line of sight where you're going to be looking and where you are going. You also seem to have alot of alt routes and spaces that arn't that needed, it isn't a bad thing, it just makes things slightly more complicated.