Hello maggots! First off, some unfortunate news. That dastardly red team has taken over our secret mountain base while we were off on a leisurely cruise! We can not stand for this! So drop your luggage off at our makeshift command post and lets get cracking! Unfortunately they have also changed all the security codes and fortified our base against us. One hopes that they don't find the fabled room with sharks with freakin' lazer beams attached to their heads in it.* Luckily for us, our spy managed to get the codes over to us all in one convenient briefcase (unfortunately he and his truck weren't so lucky to make it back in one piece). So, take that briefcase and get to work! And remember soldier, if its RED its DEAD! ctf_revenge is a 3 round attack/defend capture the flag map set in a blue base that has been taken over and fortified by the red team. One person of the blue team must take the security codes to the point. This is the first release of alpha stage 1. *This "secret room" may not be in the map.
Looks very neat so far! I love the whole biodome area and the use of alpine mixed with futuristic industrial in general looks awesome, can't wait to see the next stages! Will run around this tonight. >_0
I expect shanks with lasers on thier heads! But looks nice, mabye a bit sniper friendly in the second screenshot.
The outdoor area and the area around final both look lovely, but I think you may have made the map too confusing with the number of tunnels and paths connecting the two. Generally I can walk through a map once and understand the layout but all of the tunnels look exactly the same here and all of them are quite long and/or twisty and I kinda lost my sense of direction amongst them. To be fair I've only been on it once, but I'd say that my initial impression of the layout is: too big. -FoXy
Played this for game day and wanted to share my feedback: -I do like the way you seem to be going with the asthetic's of it, like Fox said, the alpine mixed with hi-tech looks pretty cool. -My biggest problem with the map is just how big it is, Each of the points is generally a large room/area with some obstacles in the way. It takes a while to get anywhere in there, and there is plenty of room for snipers and what not. -Along those lines is you effectively have two areas, the outside right around the first point and the biodome. The problem comes in is that you have such a long run between them, where effectively nothing but travel time happens. This is also true between the blu spawn and the first area. Still it looks like it has some potential, but you are going to have to do a pretty major overhaul for these areas. I look forward to seeing what ya do with it thought.
Random tidbits... - So far we got lost a few times running around the map. - I'd like the large cubes that lead to the first point become stairs instead. - Are the buildings around the first point player clipped on their roofs? I can't sticky jump onto there, it seems (or my sticky-jump fu needs much improving to do). I don't remember much about the map right now. I think I'll have to watch the demo when it's up so I can refresh my memory. Edit: I just remembered this! - The walk from red spawn to the first area is super long. Either make a shortcut to the first area, or make a forward spawn. And in turn reduce the setup time. It's also long as well.
Yay, feedback. I thought that it would be too large, this confirms it. I shall overhaul the crap out of it then.
One other thing to be careful of while overhauling: Sentry guns didn't have any difficulties targeting and shooting through the trees, making them just a little overpowered.
Im thinking about just redoing the entire thing from scratch. Was there really anything worth saving in the previous version or should i just take the plunge and redo it?