CTF Residuum

Discussion in 'Map Factory' started by absurdistof, Jun 21, 2011.

  1. absurdistof

    aa absurdistof

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    Residuum (now Skyfire)

    Hey guys, thanks for checking out my map :)

    What used to be ctf_residuum is now ctf_skyfire. I had a piece of an old map lying around, and so I decided to fill in the middle. The gametype is still the same: grab the enemy flag and bring it back to the middle. In a perfect world, this gametype is meant so that each team would score several flags against each other (4-5), but I understand that's pretty difficult to co-ordinate, so I guess I'll have to stick with three.

    I'd really appreciate any feedback you guys can give me on pacing of the map, and where one team sort of makes itself at home. If you can't leave the feedback here, I'd love it if you put some good general feedback with the !gf and !fb annotations.

    Thanks again :)
     
    Last edited: Aug 25, 2011
  2. HellJumper

    aa HellJumper

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    Ooo looking good.

    My two main points of concern:
    1) It is circularly surrounded by cliff walls which is kinda a lazy way of not having to make a good 3D skybox (unless this is temporary).
    2) I would say a little too much height variation.

    Other than that it seems pretty good!
     
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  3. Fredrik

    Fredrik L6: Sharp Member

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    I do really like how it looks. I really like the height variation, don't know if it's too much or not.
    Just one bad thing (looking from the screenshots), I think it's too many of those small cliffs. Make a bigger one with some open spaces around it. It kinda looks like a labyrinth with those small ones.
     
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  4. Languid

    Languid L5: Dapper Member

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    looks very quake-ish. Tf2 may be lacking in the movement department when it comes to ctf slightly but it will be interesting to see if a compact layout like this works with it
     
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  5. Moose

    Moose L6: Sharp Member

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    You have height variation but it's all about ledges and ramps. You need something like a gradual slope for your ground, otherwise the lowest floor will feel very boring. Look at pretty much any official map like yukon or steel or badlands. Each of them do interesting things with their ground displacements, and it really makes the gameplay around those areas more fun.

    In terms of layout, I think you're giving too much access to everywhere in the map. There doesn't seem to be any real choke, and I don't see any good areas to defend. People will just weave in and out of cover and doorways, and the entire map will turn into a free for all based on who can ninja-cap the enemy flag fastest. All of this is speculation, but keep in mind that you should be able to defend your flag so that teams actually have to try and push, instead of just getting a scout to pick it up as they run around killing people. (Actually, your layout being reminiscent of quake might be one of the reasons I think this could happen)
     
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    Last edited: Jun 22, 2011
  6. absurdistof

    aa absurdistof

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    Bump for justice, map has a new .bsp :O I would normally put the new screens here, but it's still the first page so the new screens are on the main post.
     
  7. Sergis

    aa Sergis L666: ])oo]v[

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    i joined halfway through the map, but from what i saw, it was kinda high and narrow, making it difficult for teams to get past each other. some low-ground areas were having only one path up, which makes 7 out of 9 classes cry. also when seeing map name, i instantly thought of gears of war.