Square

CTF Square a4

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Mess About

L6: Sharp Member
Jan 16, 2017
357
Square - a Halloween theme CTF map

A1 - An experimental CTF map, with Halloween theme

As a fan of CTF mode in general, I'm kinda disappointed in how it works in TF2, and trying to "improve" the mode with this map
 
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FloofCollie

I really suck!
aa
Nov 5, 2016
598
I have to say, I love what you've done with architecture and height variation! The Intel room looks like it would be fun just to jump around in.
I do think the outside area looks rather small from what I'm seeing, but I'm unable to play it currently so can't say.
 

Billo

aa
Feb 8, 2016
888
looks neat! just try not to make the mistake other ctf maps did like the intel would get filled with sentry guns and stuff and i would be unfun to play on. i think the best option is to add a nobuild trigger around there so intel is not impossible to capture and maybe lower the intel return timer by half or even more. for example instead of returning to it's original place in 1 minute it returnes in 20 seconds.
anyway i hope i helped you a bit and i hope i can see this map in scream fortress update one day
 

Mess About

L6: Sharp Member
Jan 16, 2017
357
I have to say, I love what you've done with architecture and height variation! The Intel room looks like it would be fun just to jump around in.
I do think the outside area looks rather small from what I'm seeing, but I'm unable to play it currently so can't say.

i want people to focus on the intel area than fighting outside, so I made it big just enough to run around

looks neat! just try not to make the mistake other ctf maps did like the intel would get filled with sentry guns and stuff and i would be unfun to play on. i think the best option is to add a nobuild trigger around there so intel is not impossible to capture and maybe lower the intel return timer by half or even more. for example instead of returning to it's original place in 1 minute it returnes in 20 seconds.
anyway i hope i helped you a bit and i hope i can see this map in scream fortress update one day

well you just can't stop Engineer from doing what he's supposed to do, but i've made sure sentry can't be overpowered,
by increase the size of the intel room, with multiple paths to get into, and each team spawn is separated from the intel, easier to get into and keep the pressure on the Engis
 

Billo

aa
Feb 8, 2016
888
thats great news!
i can't lie i am an engineer main so in order to suggest something like nobuild is kinda annoying but still it prevents engineers from spamming sentries , but if you did what you are saying then well done.
i just hope intel doesn't get filled with sentries like 2fort or landfall cause that ruins the fun and i think we can all agree with this.
anyway good luck with the map and i hope it plays well.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,460
General rule: only use nobuild where players will actually think they aren't able to build but for some reason are. What you keep suggesting isn't fixing the fun, it's ruining it for another part of players.
 

Billo

aa
Feb 8, 2016
888
i dont disagree with any of what you are saying. i am just suggesting an option which is nobuild on intel.
i suggest this because 10 sentries on intel is no fun and you need to encourage the little free 2 play gibus engineers to try and concider moving that gear up for the first time and try to help their team for once instead of sitting in a corner and constantly hitting their sentry with the wrence one million times.
 

Mess About

L6: Sharp Member
Jan 16, 2017
357
A2 - Bring it back from the death just to forget about it for another thousand years

Abandoned the map right after its first disaster playtest, but after awhile i think there's another chance, so here're some changes:

-Bring the spawn room back to the intel room
-Change some health & ammo packs
-Add Spells (also pumkin crit bonus on death)
-Some minor layout changes

Read the rest of this update entry...
 

Mess About

L6: Sharp Member
Jan 16, 2017
357
A4 - 24 Spooky skeletons

Continue to make the map "wackier" so people won't mistaking it with other "serious" CTF maps and start giving unnecessary feedbacks

+There's now rain & fog

+Add skeletons, there'll be 24 skeletons spawn randomly on both graveyards, one each
a5v7qLm.jpg


+Add a ladder up to the roof of the house
e70Jqz0.jpg


+Turn the middle spell into rare one, and some low ground displacement
ahl8Ubs.jpg


+Some minor layout changes: 45 degrees stairs, balcony hiding spot
Fwri04O.jpg

V139HV6.jpg


+Hidden gargoyles around the map
+Bulletblock all the staircases
+Bring the cameras back

Note: the skeletons need nav_mesh to function, it's already in the zip, just don't delete

Read the rest of this update entry...