CP skytower_a13

Discussion in 'Map Factory' started by JasperGibbons, May 27, 2011.

  1. JasperGibbons

    JasperGibbons L1: Registered

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    I am both terrified and proud to present my first map and offering to the community. It began with large aspirations from the start.

    My experimental game mode:
    The entire map is a rotating struggle to climb to the top. There are 4 points. You begin from the bottom and start to capture upward. The images are arranged from top to bottom: point 4, 3, 2, 1. Once a team captures point 1 they must defend it as well as start capping the upper levels. Once the team captures point 3 the other team spawn is relocated to a UFO on top where you can quickly climb down to guard the 4th(last) point. The attacking team must prevent the other team from capturing the first point, which would cause the whole cycle to begin again.

    1st Point: Boring warehouse w adjacent spiral towers to 3rd floor. Staircases in warehouse lead to elevator room.

    2nd Point: Elevators

    3rd point: Elevator receiving room (elevators have blades attached). There's 2 catwalks leading up to...

    -at this point the opposing team spawns on a UFO above the ...

    4th point: I am curious how hard this is to cap/defend.

    Being my first map it's not without it's flaws. I took a long break and forgot a lot of what I knew. I am getting back into it.

    I am looking for some play test time, critique, suggestions and thoughts.

    I am more interested to know how well it plays, feels, flows, etc. This can be in regards to door placements, windows, jumps, falls, etc. I'd like to put emphasis on game mode playability, otherwise the novelty of stacked buildings won't work. I haven't had a chance to play with it with 32 so I am greatly interested.

    Feel free to talk to me on Steam.
     
  2. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Some capture points look a bit too wide and open, especially pictures 2 and 4. The tower idea is cool though :thumbup:
     
  3. Fredrik

    Fredrik L6: Sharp Member

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    This map looks crazy, like those beams.
    And all caps look the same, it's a square room with a cp in the mid.
     
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  4. JasperGibbons

    JasperGibbons L1: Registered

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    I've been considering mine carts running through the bottom cap, but I am uneasy. Or maybe having cap 1 lower down into a bottomless cavern and while its being capped it raises like a slow elevator.

    I am apprehensive about doing anything other than square rooms for visleaf purposes. It's already a massive outside area. An circular room might be good change, but I am also concerned with the small amount of space inside each room already.