1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

CP stonevale_v1

Discussion in 'Map Factory' started by Tunas, Feb 18, 2013.

  1. Tunas

    Tunas L3: Member

    Positive Ratings:

    Map remade from ctf to cp because of a complete scale misjudge. Testing with bots size seem to fit pretty well for a cp.

    Differences from ctf:
    -Added passage between 1st point (flag room) and one base entrance.
    -Corridors between 1st and 2nd points made into rooms and connected with a staircase.
    -First point can't be instantly reached from 2nd spawn room(originally ctf spwan room).
    -Added buildings and cover in middle point area.
    -Cavern thrown away and sealed.

    Map not fully detailed.

    Comes with nav. file, if you will try to generate nav. yourself bots might not leave first and third spawn rooms.
    Last edited: Feb 18, 2013
  2. phi

    aa phi Let Pain Be Your Guide

    Positive Ratings:
    It looks pretty neat, let me tell you that. Great displacement work on mid.
    Things that I like/dislike after running around a bit:
    -Pushing from 2nd to mid after one team has already capped it seems extraordinarily difficult, due to the only exits from 2nd being at a height disadvantage and far away from the actual point. Ubers would be used up by the time a team reached mid.
    -I don't like the deathpit at mid. It looks like an underground route and fooled me the first time I saw it, it'll be bound to fool others as well.
    -There is a route directly connecting last and mid without encountering 2nd at all, took me a while to figure out where I'd went. Think like badlands or gullywash, all the routes from last have a line of sight to second in one way or another.
    -Last seems like a spamfest due to the point being housed in a small encasement. Could work, we'll just have to see.
    -2nd is kinda neat but I'd recommend trying to unify the routes leading to it while making those routes exit closer to mid on the other end (like I said earlier)

    You have some pretty neat geometry here and if you fix some of the issues with it the map could end up playing pretty nicely. Put this in a gameday and let's see how it plays.
  3. Kill_the_Bug

    aa Kill_the_Bug

    Positive Ratings:
    Need more props - it looks good but kinda empty
  4. Pocket

    aa Pocket func_croc

    Positive Ratings:
    I feel like the CTF version still might have worked if you'd followed standard convention by putting the bases right across from each other with very little space in between.