Snowdrift

CTF Snowdrift b4a

jpr

aa
Feb 1, 2009
1,094
1,085
a14 released!

Changes from a13:

-Remembered to build cubemaps
-Added another route to cap 4
-Added another forward spawn for blue at point 1, that opens when point 2 is capped
-Second forward spawn at point 2 opens when point 3 is capped
-The intel radar is now always visible
-Flag spawn time after capture is 15 seconds now
-Adjusted spawntimes a bit for balance
-Removed ugly skybox brush
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Cool doors dude. Plus it was a fun play during gameday. I really like the way the setup plays, almost as if it were the badwater of ctf a/d maps. I'll probably add this to our community server for a play one night soon and get back to you with some feedback.
 

Chaopsychochick

L4: Comfortable Member
Jun 16, 2009
189
91
I am liking what you have done with the map, especially for the last point! That played MUCH better than any of the previous times I have played on it before.

The biggest issue I see is with how easy the third point was to cap, red has a REALLY long route to get there since they don't have that side door, and blue can continue to run up to three since red doesnt spawn in the way or isnt coming from the third point anymore. I think you may want to bring back the door as a one way thing, and close it off as soon as the third point is captured.

Also, thank you for putting ammo in that side building between 1 and 2. :)

I really like it!
 

Jindo

L3: Member
Aug 6, 2009
121
123
So I've tested this on the EU and the US servers now, which is approximately 4 rounds in total, so I've got a good grasp of the game play objective and good strategies for winning.

Overall the map seems fairly well balanced, although there's no real choke points unless Red team either deploy an uber or build up a sentry farm; generally if someone in defense deploys a very successful uber at the beginning, their entire team will end up spawn camping Blue quite easily.

The only times Blue really got stuck were as I said when Red deployed an uber or built up several sentries, but this is often the case and since we didn't get many counter ubers, it's understandable why we might not have succeeded.

---

Visually, the map doesn't look all that attractive, which is understandable given that it's in its alpha phase still; the problem is that it's too plain, the majority of the map is you running outside with a set path, and a few buildings, some of which can be used to cut corners, but no real flanks or areas that are outside of the main battle zones (although this is a relatively fresh game mode and those may be unnecessary for all we know)

There is also that irritating glitch with the lighting, which I understand you will be fixing, relating to the cubemaps, resulting in entities or objects that make use of them appear white.

The HUD is very nice though, circular icons definitely look nicer over the rounded rectangular default set, and adding the briefcase to the icons (I'm assuming this was custom) was a very nice touch, indeed.

So, visually, there is room for improvement, and perhaps there is room for extra areas in which Blue and Red teams can attempt to fight in, but overall the game is very nicely balanced and the HUD icons are very nice.

Good work!
 

jpr

aa
Feb 1, 2009
1,094
1,085
For the next version I'll add a shorter route for red to point 3
Edit:
shortcut3.png

shortcut4.png

shortcut1.png

shortcut2.png
 
Last edited:

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
I've been following this thread loosely for a while and the map just keeps looking better and better. I'm a fan of a/d ctf game play, and the layout and details look pretty good. The only complaint I have based off screen shots is that I don't really like the snow texture (I'm not a huge fan of the snow theme in general mind you, so that could be it.) Can't wait til this gets closer to release, and I'll try to join in some Game Days or something to try and help get any balancing issues figured out (if there are indeed any.)

But yeah it looks cool so far.
 

jpr

aa
Feb 1, 2009
1,094
1,085
A small update on what's been going on:
I was about to release b1 this week already, but I'm glad I didn't, because I found out some things that need changing. Mainly optimization, and mainly optimization by dividing the map more clearly into areas using areaportals and skybox brushes. Doing this also requires remaking the 3d skybox, which I'm doing right now. I'm also going to work on my custom textures a bit more. I might be able to release it during the weekend, but don't trust me, since I'm often wrong and too optimistic.
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
I'm not disappointed but happy !
It will hopefully join Vector in my favourite server's map rotation :) I'm asking them to test it right now.
 

jpr

aa
Feb 1, 2009
1,094
1,085
Current plans for b2:
I need to have a roof or something over cp3, demo jump capping is quite annoying
Might change the last point a bit too, and spawn-, and flag return/spawn times need some adjustment
During the next week I'll try to test every day and get as much feedback as possible
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
If you test everyday, I'll try and turn up to as many tests as I can.