Robin

CTF Robin A12a

Paper Shadow

L2: Junior Member
Jul 22, 2016
66
83
Robin - A/D CTF for the A/D CTF Contest

An Attack / Defend Capture The Flag map that does not play like a TFC-inspired one, created for Sonoma's Unofficial Minor Contest #1: A/D CTF & A/D PASSTIME. In this map, RED has the intel from the start like a traditional CTF map, and BLU must steal the intel and take it to the Capture Point to open the doors and deposit the intel in the van, a sequence inspired by Doomsday's Rocket Elevator.

Uses assets from the London Pack and the Frontline Pack (a more detailed list will be produced when the map develops).

Uses prefabs for the A/D CTF Game Mode (by Muddy), the Jump Pads (by Yrr), and general pieces (from ABS' Ultimate Mapping Pack).

View attachment 161832
 

ShadowMan44

L1: Registered
Jul 16, 2021
30
16
London assets huh? That's pretty tight. I can't wait for the artpass.
 

Paper Shadow

L2: Junior Member
Jul 22, 2016
66
83
Robin A7 Vague Changelog:

Gamemode Changes:
Setup Time increased to 42s (from 36s).
Respawn Times have been fixed (~7s for BLU, ~15s for RED).
Intel Return Time reduced to 8s (from 15s).
Barriers have been added to prevent the Intel Carrier from entering the BLU Area.

BLU Spawn and Initial Area has been simplified and raised at sections.
BLU Spawn's player spawns have been fixed (BLU players will no longer spawn in one spot).

The Capture Point Courtyard has been altered to give BLU a better chance of taking control:
The middle ground is higher, the vent closest to the Capture Point has been replaced with a ramp, the ramp to the Underground has been replace with a vent.
The left BLU Spawn now stretches out into the Courtyard, and its pickups have been upgraded to Medium-sized.
The highest ground has been turned into a building. It can still watch the Capture Point from an opening (above the vent that launches players onto the highest ground), but no longer watches over the whole courtyard.
Added No Flags Allowed texture (created by Yrr).

Changes to the RED Area of the Map:
The Intel Spawn has been moved inside the building to outside next to a van (replacing the taxi).
The window of the previous Intel Room (now referred to as Garage) has been replaced with a wide doorway, with the side wide doorway reduced in size.
The table of the Garage has been replace with another van.
Two flank routes into the Garage have been sealed off (due to the moved Intel).
The route between the (BLU POV) leftmost building and the left shack has been fenced off (similar to the fence on the right, but without the vent).
Said vent's target is more centred, allowing for easier access to the top of the shack.
The fences have been manually clipped to prevent standing on the lip of brushwork to crouch jump on them.
Moved the bus to allow easier parkour between the two shacks.
Pickups have been moved around and altered.

Read the rest of this update entry...
 

Paper Shadow

L2: Junior Member
Jul 22, 2016
66
83
Robin A8 Vague Changelog:

Gamemode Changes:
Respawn Times have been tweaked a little to be closer to the posted times from A7.
While the Intel is out and about, BLU's respawn time increases and RED's respawn time decreases (~14 seconds for both teams, with RED being slightly longer on average).
Minor tweaks to the Anti-Intel Barriers.

BLU Area Changes:
Added steps between the two close BLU spawn doors (replacing a drop that could be crouched jumped over).
Removed the lip from ledges from BLU's area and the Capture Point Courtyard.
Increased the height of the gateways to block a sightline from above the vent to the far BLU spawn door (the other was increased for consistance).
Replaced the No Flags Allowed texture added in A7 with a sign made by me.

RED Area Changes:
Moved the Shack Vent closer to the Shack to make it easier to use it to jump onto the Shack.
Made the road look like a road, lowered the positions of vehicles down alongside it.
The Bus grows more impatient and moved foward slightly again (between these two changes, Heavies are still able to jump from the bus to the shack without crouching or needing the GRU).
Replaced the two barriers at the dropdown with a single one in the centre of the road.
Added a door with windows in the doorway between the street and the room outside RED spawn.

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Paper Shadow

L2: Junior Member
Jul 22, 2016
66
83
Robin A10 Vague Changelog:

Gamemode and General Changes:
Fixed an issue where capping the intel meant you were still affected by the Anti-Intel Barrier.
Added Pickup Spawn overlays.
Added signs all over the map to direct players and highlight overlooked areas.

BLU Area Changes:
Added a wall before the door of the building to the Capture Point to block a sightline into spawn.

Capture Point Courtyard Changes:
Move the entrance to the Underground higher and widened the doorway to make the entrance more prominent.
Altered the bridge and moved the vent closer to the main route.

RED Area:
Sealed up the gap in the road and removed its vent.
Added a No Build immediately in front of the intel.
Altered pickups in the area.
Added a Resupply Locker at the small RED Respawn door.

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Paper Shadow

L2: Junior Member
Jul 22, 2016
66
83
Robin A12 Vague Changelog:

Gamemode and General Changes:
Round Timer reduced to 5 minutes (from 7 minutes).
Removed all vent jump pads from the map. Any area connected by jump pads before are now connected by ramps.

BLU Area Changes:
BLU Spawn Reworked: Now spawns at the back of the map instead of the corner. The small doorway close to the Flank Route has been removed and a new large doorway closer tot he Building Route has been added. This is to direct BLU towards the Main and Building Routes instead of the Flank Route.
The BLU Spawn doors are now the more industrial doors as opposed to the traditional spawn gates (they still open and remain open when setup ends).
Ramp Area simplified and pickups removed.
Flank Route no longer dips downwards near BLU Spawn.
Removed some detailing props.

Capture Point Courtyard Changes:
Removed Underground Entrance on Lower Ground.
Expanded Upper Ground.
Lower Ground now consists of large ramps to connect to the majority of the Upper Ground (to replace the vent).
Flank Route now connects to the Upper Ground area.
The building overlooking the Capture Point now has a ramp (to replace the vent), and the floor is lower and ramps up to the RED Area, instead of ramping down.
Altered the ramps to the RED Area.
Changed the colour of the Capture Point Door to Blue.
Altered the Capture Point Room to be shallow, brining the van closer to the door.

RED Area:
Removed Underground Entrance in the middle of the path.
Removed Room with Dropdown to the Underground.
The Doorway to the Building to the Underground's Entrance has been expanded, the room altered, pickups removed, and the ramp replaced and simplified.
The Underground has been flattened and simplified. The only entrances/exits to the Underground are the Building Entrance, the Garage Entrance, and the Drop Entrance.
The Garage Entrance to the Underground has been widened.
The Drop Entrance has gained a ramp (to replace the vent).
The Building that leads to the Intel's entrance has been moved to the wall closest to the shack, and the room itself now consists of a ramp to an platform overlooking the intel.
All Pickups near the RED Intel are now small health packs, medium ammo packs (excluding the Unground Health Pickup, which is still medium).
Replaced the fencing with the vent with a ramp.
Slimmed the outside of the building to the Capture Point Courtyard's back, widening the play area and creating an overlook of the winding path.
Removed the backmost car and replaced the middle one with a model that should clip players less.
Moved the bus back.
Clipping added to the curbs of the road.

Read the rest of this update entry...
 

Sonoma

tf_logic_lesbian
aa
May 12, 2020
626
625
upload_2021-12-28_6-18-43.png
 

Sonoma

tf_logic_lesbian
aa
May 12, 2020
626
625
Thank you for participating and congrats on third. I really like this map's twist on the a/d ctf gamemode, I've even used this map as a example for when someone made a map with a similar gamemode, this map has a lot of potential if you put in the changes needed, since the contest is over you can go ahead and make layout changes