CTF Summit

spadler097

L1: Registered
May 21, 2012
20
2
An experimental 2-tier CTF invade map where you have to deliver the bomb to the enemy base! Be the first team to capture the enemy's point at the base with the bomb to win the round!

First "point" acts like standard invade CTF. After that there are 2 possibilities to area B in each team during a round so its kinda randomized each time you play it.

The bomb is neutral and can be picked up by any team when dropped, however it will never reset to the middle. The bomb dispenses health and metal to aid attackers (or defenders).

Make sure the bomb carrier stand on the team-coloured pad to activate the final point!

This is just a concept map and feel free to leave any feedbacks!


(my 2nd map)
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
I gave your map a quick playthrough and I have to say that this is pretty impressive for someone's second map. Very ambitious too! I like that you don't have an instant capture for the last points.

Feedback:

http://i.imgur.com/CBYupSUh.png - Add lights here so it isn't pitch black

http://i.imgur.com/GOOHw21h.png - 1:1 ramps should be avoided as they look way too steep. I suggest a 2:3 ramp instead. You might have to make it L-shaped or something. You figure it out

http://i.imgur.com/rjtaUEKh.png - This mid is allright but somewhat plain and uninteresting. What bums me out is that only jump classes can reach the areas with the orange dev texture. I haven't played this map yet so take this note with a pinch of salt

http://i.imgur.com/QRTZGS6h.png - Minor thing: Stairs aren't clipped smooth

http://i.imgur.com/pzMTSuVh.png - This sentry spot might be an annoyance. It's fairly close to the resupply, has great visibility and covers all entrances. Also there is cover right beside it for dispencers. Sentry range: http://i.imgur.com/aFOkZ02h.png

http://i.imgur.com/Cy6vs5eh.png - Just something to consider, the bomb could be stuck somewhere if it lacks a reset timer.

http://i.imgur.com/KAMPlrWh.png - 128 HU wide corridoors are a crime against scouts and spies everywhere. Make it at least 192 HU giving players some room to maneuver

http://i.imgur.com/xwcOp3zh.png - This whole flank is a bit disconnected from the rest. Consider maybe adding a third rout to this room?

http://i.imgur.com/Ip8tQA1h.png - I don't like these boxes here, they seem purposeless to me. Maybe they block a sightline, but looking at it it didn't seem so. Removing the boxes would give players some more room to maneuver in. It makes the layout a bit more streamlined and also makes the doorway behind the crates more visible