Vector

CTF Vector Final

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The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
like I said before

"the day this map goes beta is when DukeNukem Forever goes Gold"
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
i rememebr alpha testing this map, the detail is nice now, back then it was all dev textures

We're still alpha testing this map....

At any rate, great fun and very polished.

More like a beta, Icarus
 

Icarus

aa
Sep 10, 2008
2,245
1,210
It's not beta until I'm finished detailing :O

Then comes the real testing as I release it to the public, and my clan
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Looking good, your style seems to be executed flawlessly (but the real test will be seeing it in-game).
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Just pay no mind to the half-finished displacements in the background and it'll do fine :)
 

Icarus

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

Planned changes:
additional back route for 1-1
additional back route for 1-2
better attacking engineer locations for 2-2
Smaller defensive barrier for 2-2
Forward intel spawn moved back for 3-2
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
The last cap of stage 2 was way too easy to defend. I was up there at the top as a Heavy with a dispenser right next to me and I must of killed about 15 people desperately trying to cap the intel. Maybe you could move the cap down a floor?
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Bah. I almost forgot to show you this.

db8c00ctfvectora240001.jpg


Pretty unfair advantage if you ask me. :eek:hmy:
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
You're an easy target anyway ^^
It's logical that you can go on these. I personnaly hate clipped areas which you think you can go to.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
You're an easy target anyway ^^
It's logical that you can go on these. I personnaly hate clipped areas which you think you can go to.

Clipping would suck there anyway, you ought to be able to jump over it.

Weak trigger_push just on the very top of it would work well for keeping people off of it.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Updated to a26

[ame="http://www.youtube.com/watch?v=ph3S-Us_SM0"]YouTube - Vector Intro Move (In Development)[/ame]

http://forums.tf2maps.net/showthread.php?p=72277

-Added more detail, Stage 1
-Added more routes to CP 1-2
-Added intro movie files (separate download)
-Modified stage 2 to give BLU an easier staging area and made CP 2-2 less farmy
-Forward intel spawn, stage 3, moved back into the control room
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
So we just played this, and here's what I got from the test:

2-2, the point itself works, with the lack of sentry wall now...But the building before it, I think should be the same as it was before you changed it. It was just REALLY hard to get a teleporter and set up at ALL in that building for some reason.

2-1 was a really fast point, but we've had good rounds on it before. I think it might have just been the players?

1-1 was insanely fast, and I don't know why.

1-2 was great =D

I still think 3-1 needs to have less sentry spots? I don't know how you would do it, but right now with all the turns and corners it just becomes sentry heaven. Honestly no idea how you'd prevent this, but maybe have less ideal sentry spots? I think everyone has just become accustomed to SGing up the place that it's just FUBAR :/

Sad we didn't get to play 3-2 though.

All the detailing looks pretty!
 

Icarus

aa
Sep 10, 2008
2,245
1,210
exactly what I was thinking. I seem to have mistakenly changed the building on stage 2 to allow red to flank blue :(