T
The Asylum
NEW AND EXCITING: ctf_skyfort_a2
Just like any other CTF map, except with your bases being held aloft high in the sky by magically levitating rocks. It's long way down, so do your best not to fall.
This map is sort of a "thinking out loud" output after trying to make a better "Flag doesn't fall into a bottomless pit of death" setup that Grazr had.
Also, if anyone's got a good idea how to get "clouds" on the bottom without resorting to an env_smokestack in the skybox (and consequently turning the game into a slideshow), let me know.
CHANGES FROM A1:
- Added two addtional paths from the bases' front yards into the middle ground
- Said paths also connect to the bases' upper level with a one-way door.
- Replaced the big block in the intel room with a more attacker-freindly windowed room. If you're quick on map spawn you may just catch a glimpse of a familiar face...
- Significantly renovated the middle ground
Just like any other CTF map, except with your bases being held aloft high in the sky by magically levitating rocks. It's long way down, so do your best not to fall.
This map is sort of a "thinking out loud" output after trying to make a better "Flag doesn't fall into a bottomless pit of death" setup that Grazr had.
Also, if anyone's got a good idea how to get "clouds" on the bottom without resorting to an env_smokestack in the skybox (and consequently turning the game into a slideshow), let me know.
CHANGES FROM A1:
- Added two addtional paths from the bases' front yards into the middle ground
- Said paths also connect to the bases' upper level with a one-way door.
- Replaced the big block in the intel room with a more attacker-freindly windowed room. If you're quick on map spawn you may just catch a glimpse of a familiar face...
- Significantly renovated the middle ground
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