Spectre

PL Spectre a5_dew10

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phi

aa
Nov 6, 2011
827
Spectre - A long, winding 4CP payload map centred around a darkened castle.

RED's newest arcane discovery within the remains of an old castle reinvigorates development... attracting the loathsome attention of BLU.
Of course, approach is only feasible at night - BLU manages to take hold of a structure nearby the stronghold and prepares for attack. RED, at the last second, catches on to their scheme, and prepares for attack.

The push is long and winding, through old towns, past sheer cliffs, meeting the monolithic sight within the last point.

A 4cp payload map with a central singular spawn for RED.

Made over the course of multiple months.

Do not comment that there's "too much detailing for an alpha". I know what I'm doing.
 
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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
The last screenshot looks cool
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
*strokes his cat as he types this*

Definitely a nice theme for a payload map! It looks promising, and it also looks like gameplay will be generally smooth too. Great job on those spires!
 

Mazata

L3: Member
Sep 26, 2014
110
Your map is amazing already in dev form, how do you come up with the layout and the design of the maps? Great work btw!
 

phi

aa
Nov 6, 2011
827
Your map is amazing already in dev form, how do you come up with the layout and the design of the maps? Great work btw!

Lots of planning and sketchwork, always on paper first. The entire layout of the map was drawn out + iterated in a notebook beforehand! It helps me find ideas and solidify the general feel of the map. Of course, once it's in Hammer the map and layout will inevitably change... but that's a part of the design process, and you should never feel like you have to replicate your sketches 1:1. Guidance and brainstorming are what sketches are best for.

With this map I had a vague, but specific idea (payload map wrapping around a giant castle) alongside some general "cool layout ideas" (the spiral staircases, the buildings between B and C), and the general aim of creating a long payload map that would support holding on every point and would counter-act any potential rolling.

Always design your maps with a specific goal in mind. Don't make ones with just vague ideas of "koth" or "payload", get specific! It gives maps character and helps you find a direction early on in the process.
 

G.bo

L4: Comfortable Member
Sep 24, 2017
173

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
780
I though it was pretty fun, and playing spy I appreciated all the work you put in to make him viable.

If I have any complaints it's that in the middle of the map I often would take side routes that led me backwards rather than forwards, and it took me a while to realize I was going the wrong way - obviously learning the map will help with that, but I want to mention it.

I want to say that blue's first spawn has too much dead space in front of it, but I suppose it's fine. Could be more exciting, but I have a feeling you might be okay with that.

The area before the last point might be too large. Pushing in is kind of weird because there's a stretch of cart before the turn into last that's vulnerable.

It's a unique map, well thought out, and pretty fun. I hope you can take it even further.
 

Billo

aa
Feb 8, 2016
887
Heyo!
You have done a really good job with your map I have to admit, the theme is really inspiring and I wish you luck for the future.
Anywayz I got some feedback for you ( some small things that you can fix or improve etc.)


20180413164239_1.jpg
it looks like here you forgot to add clipping to this fence ( which is close to point C and this is outside of a doorway you got and it is close to a cliff too) ( I should have taken a better screenshot but anyway :D )


20180413164246_1.jpg
I feel like this ground is too steep but you got free space here to extend it.

20180413164249_1.jpg
here you can see what i mean a little better.

20180413164325_1.jpg
Last is cool i got to say but, ( when i walked here i thought this was a rocket ) this crystal is way too big. I see where you are going with and i think you should try like a crystal like machine thats somewhere here and you got to blow it up. it would be cool non the less.


20180413164335_1.jpg
Lastly many of these buildings are pretty "empty inside" (hello darkeness my old friend ) and the underground/basement could get a little more usefull too if you make the crystal smaller. I believe the fight would be more interesting around last and there is more risk for blue team now they can fall off the ledge.


I hope I helped. I think the map is pretty good and I look forward to playing the map again in the future.
 

G.bo

L4: Comfortable Member
Sep 24, 2017
173
Last is cool i got to say but, ( when i walked here i thought this was a rocket ) this crystal is way too big. I see where you are going with and i think you should try like a crystal like machine thats somewhere here and you got to blow it up. it would be cool non the less.

Ooooh, that was a crystal? I thought it was meant to be some sort of giant excavation tent or something along those lines.