Retreat

CTF Retreat b1

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
CSF Retreat (capture some flags) features a fast-paced flag race set among the abandoned-til-recently ruins of the Mann Bros' retreat destinations.

There are 3 flags per team which must be captured sequentially to win. There is a 7s delay after capture before the next flag is made available.
First flag has 10s return time, followed by 20 at B and 30 at C.

Thank yous to all my testers, as well as Icarus for the awesome hud icons and Rexy for the Mann brothers statue; prestige, yyler, ym etc for advice; Frozen for testing and administrative help
 
Last edited by a moderator:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Shouldn't it be CSF? ;)
 
Feb 14, 2008
1,051
931
I definitely agree that this map is better than Estate, it felt a lot more direct, much easier to navigate around and very much fun to play. Whilst Estate felt very much like a maze, the more obviously linear layout works hugely in Retreat's favour. I urge you to use different skybox lighting than in Estate though :p.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Actually, I think you have to either democharge or deadringer the flag so it would be: DCoDRTF.

All kidding aside, this map was so much fun last night. Looking forward to more.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
I could, but I really don't think the bots would know what the hell was going on (there're plr, ctf, ctfcp, and cp entities in the map) :(

So supersanviches comments about us winning the payload wasn't actually a joke afterall!
 

ssttevee

L1: Registered
Jul 1, 2011
2
2
I could, but I really don't think the bots would know what the hell was going on (there're plr, ctf, ctfcp, and cp entities in the map) :(

About that..... I used "nav_generate" and the bots know exactly what they are doing! I joined a team and I just stayed in godmode and watched as the bots went around and within minutes, a team had already captured one! :woot:


hi mangy the gammode is 2 confusing i think u could improve it by adding 1 flag instead of 3 i think that be good ctf map?????????????????

If bots can figure it out, I think you can.....:closedeyes:
 

Trotim

aa
Jul 14, 2009
1,195
1,045
bots worked on my weird cp variant too, they apparently don't have much trouble with changing objectives anymore because they only focus on one of the current ones anyway (but that makes them pretty bad on gpit or steel still)
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Yeah, I just ran it for a few rounds on my server, and it plays bloody fast.

Some people complained about sentries, but they were mostly dumb and trying to scoot-rushing the flag. The gun was quite happy to say "none of that nonsense." Sentries died a bit faster as the demos stopped trying to demoknight everyone and actually try to blow stuff up.

Rather like that escape chute at the third point.
 
Mar 23, 2010
1,874
1,699
finish this man! it's pretty much as good as ctf is going to get. also release the entity setup soon, i got a layout ready. :eek:hmy:
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Okay, beta 1 is uploaded and ready for testing; see the first page for further details.

Note that I'm aware of the following 'issues' and haven't found a way to fix them yet:
1. Several black patches on angular surfaces
2. Texture seaming issues on RED's side
3. Odd clipping onto underwater surfaces

There are also several intentional differences between the two sides that I probably will not be fixing, and soundscape design is really half-assed at the moment.

I think this is the map I'm most proud of, but I'm not proud of how long it took me to detail it :p