Vector

CTF Vector Final

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Icarus

aa
Sep 10, 2008
2,245
1,210
Awesome. I don't get enough of these kinds of posts :)

I've already started laying out Stage 2. Unlike stage 1, Stage 2 should require a moderately well-coordinated team to win.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Gameday bump.

I realize CP 2 is too engineer-friendly now that I got to test it on a full server.

How about opening up the entrance?
Untitled-2.jpg
 

Mar

Banned
Feb 12, 2009
607
63
Would you rather have a map test for this map or for cp_grinder? School's finally ending this week so I'm going to start doing some more maptests on my server.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Would you rather have a map test for this map or for cp_grinder? School's finally ending this week so I'm going to start doing some more maptests on my server.

Grinder's on the backburner, but Vector is rather incomplete.

Neither would really help at the moment.
 
Aug 19, 2008
1,011
1,158
i thing the building is ok as it is, the biggest problem with it is that it is too far back, freshly spawned reds have no problem intercepting blu from getting there

first part is fairly balanced, although i think the intelplacement is somehow unspectacular

got a question, the sounds you use, are they inside the gcfs? or where did you get the "stop the courier" sounds from?
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Alpha 7
http://forums.tf2maps.net/downloads.php?do=file&id=1628&act=down

ctf_vector_a60002.jpg


-Added second stage
-Modified announcements to be less spammy
-Opened up CP 1-2
-CPs can now be blocked by the defending team by standing on the plate

The second stage features towering structures and elevated Command Points. Set in a Hydroelectric Dam, this intermediate stage should be no problem for any attacking team with decent co-ordination.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
After having a play today, with only a small amoutn fo people (10ish) it was evident that the round times were too long.
As the flag can be capped instantyl the times should be shorter, mroe tight. IMO no more then 5 minutes initially with an extra 3 for the first capture.
Also the final capture on stage 2 feels a bit cramped, perhaps widen the ramps etc in the final area?
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Was fun. I'd say it's very promising

I think that second stage is harsh on Blu though. Seems like a long walk through waves and waves of defenders. And then you have to scale CP 2 after hypothetically taking out the camping engies...phew

Blu needs some way of gaining some protected territory after CP1 is capped, I think. Have you thought about some 1-way gates in the exits from the CP1 building? Maybe let Blue set up in there after they cap #1...
 

Icarus

aa
Sep 10, 2008
2,245
1,210
It's funny, because I sometimes have these tests where BLU always wins all the time... then I get another group of players and suddenly BLu finds it incredibly hard to even capture a single point. The next day, with yet another sample group, BLU wins again. Rinse and repeat.

:mad:

In any case, defenders being able to block CPs together with the longer respawn waves for RED should make it a more focused battle instead of relentless scout rushes and scattered defenses.
 
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TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Yeah, yesterday was hectic. You had to slay Red team to get the cap and I almost slayed Blu team before you capped lol.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
People complained and said "definately a sniper map" a few times, I went around and took a few pictures of some of the best sniper lines (in terms of safety+sightline+number of paths covered). I don't know if you should remove them or not, but just wanna give you a idea of where some of the most critical areas might be.

http://dl.getdropbox.com/u/1281220/Team_Fortress_2-2009.06.11-17.50.29.jpg
http://dl.getdropbox.com/u/1281220/Team_Fortress_2-2009.06.11-17.50.57.jpg
http://dl.getdropbox.com/u/1281220/Team_Fortress_2-2009.06.11-17.51.20.jpg
http://dl.getdropbox.com/u/1281220/Team_Fortress_2-2009.06.11-17.51.40.jpg
http://dl.getdropbox.com/u/1281220/Team_Fortress_2-2009.06.11-17.52.10.jpg
http://dl.getdropbox.com/u/1281220/Team_Fortress_2-2009.06.11-17.52.45.jpg

Linking them because no one likes to load six 1680x1050 pictures at once.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I think I might just redo CP 1-2.

It was really done without inspiration or prior planning. Just on-the-spot improvisation because of the rush to meet the gameday deadline. The routes are meaningless and the arena was poorly laid out.
 
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Icarus

aa
Sep 10, 2008
2,245
1,210
Gameday bump.

Planned changes:
-Give BLU an easier staging area for 1-2
-Widen the engihut on 1-2
-Have the intel spawn forward

Anything else?
 

Rootbeerz

L1: Registered
Mar 5, 2008
35
3
I think you need a side corridor up to the final cap, either from the left or the right.