Wildfire

CTF Wildfire rc

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
I hope you guys are happy! Now I'll never win!

always gonna be a tough one for a mapper with a proven record of quality, to enter a comp - and not get some stick from the newcomers (who are naturally scared of the competition ;p) - I see Mangy's title thing as an attempt at making light of this - and thought it was funny - in it's original form ;)

added to Playstuff Map Lab server for our new tf2maps.net competition rotation. It looks very promising indeed!
 
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MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Well the joke was mainly that:
Contest 1 (any map): My map crashed servers completely inexplicably, disqualified
Contest 2 (pl): As I was still a mod then, I judged entries and disqualified myself
etf2l mapping contest: (5cp) yukon was beat out by gullywash and maybe 1 other as well
Contest 3: (plr + a/d ctf) Tried to enter Aurora bc I was working at the time, understandably disqualified
ozfortress mapping contest: (a/d cp) I turned atrophy into a ctf map and have little interest in the cp version right now
Contest 4: (this one) Inspired by atrophy basically, meaning I was only 2 weeks off from qualifying with it! Damn it!

But, you know, it might have been my bloated ego, like everyone suspected. I mean, look at my glorious track record of contest winnings!
 
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Flame

aa
Jul 19, 2009
368
865
http://dl.dropbox.com/u/3702088/ctf_wildfire_a20000.jpg
doesn't line up well, looks weird.

Also i died from fall damage capping during the 6v6 when i had less than 10 health. Make it so you get ejected high enough to where you don't take fall damage when you hit the lip. Also it needs particle effects or something when you cap ie volcanic eruption or something.

http://dl.dropbox.com/u/3702088/ctf_wildfire_a20001.jpg
I get this weird glare from the lights all the time when I'm higher than the catwalk rock thing. Idk if its my graphics being too high but its only this map where its ever happened.

http://dl.dropbox.com/u/3702088/ctf_wildfire_a20006.jpg
I got stuck down here as soldier once, I jumped out but it happened to nine. A ramp or something to get back up would be nice.

http://dl.dropbox.com/u/3702088/ctf_wildfire_a20007.png
The cap routes are away from eachother making it so you dont need to cross paths remotely to cap if both grab at once. This fix will require major layout changes. I dislike the quickness of that back path and find it gamebreaking since there is no defense for it. Again you get caught in a situation where if a scout grabs it behind your back you have absolutely no way of cutting him off.

http://dl.dropbox.com/u/3702088/ctf_wildfire_a20009.jpg
mid is very cluttered. maybe ditch the signs or the blocky crate things or something. A bridge should feel open, not like a hallway. Its almost useless since there is no advantage to taking it and seems like it is only utilized to grab the health pack on top of it.

http://dl.dropbox.com/u/3702088/ctf_wildfire_a20010.jpg
i was thinking remove the upper path completely and replace it by moving that mouth where the upper route is now. might solve a few problems. You may also need to reroute the lower path into the satellite but i havent thought much about it yet.

http://dl.dropbox.com/u/3702088/ctf_wildfire_a20014.jpg
I couldnt find a reason as to why you put this fence here other than sniper sightlines. I'm sure theres another way to fix the sightline though. This fence looks horribly out of place imo.

http://dl.dropbox.com/u/3702088/ctf_wildfire_a20008.jpg
Uhh this pissed me off so much I put it in twice ;)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
http://dl.dropbox.com/u/3702088/ctf_wildfire_a20007.png
The cap routes are away from eachother making it so you dont need to cross paths remotely to cap if both grab at once. This fix will require major layout changes. I dislike the quickness of that back path and find it gamebreaking since there is no defense for it. Again you get caught in a situation where if a scout grabs it behind your back you have absolutely no way of cutting him off.

He could block the flag from entering either building from the flag spawn. That way, the carrier has to go around in the full S in order to reach his capture zone.
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
ctf_wildfire_a20000.jpg

Needs playerclipping badly. No one wants to jump to get into them.

ctf_wildfire_a20000%20%282%29.jpg

Scouts can jump from red to green using yellow. Do with it what you want.
 

Remix

L69: Deviant Member
Feb 27, 2008
69
15
Textures look like they still need some work. Some of them feel out of place, but I have faith that your obscure texture combination will become more solid as you approach a beta version.

The lighting problem Flame refers to seems to be related to the bottom of the skybox texture. If you rocket jump into the air on the intel spire, you can see the red fog crap and when you drop back down it disappears. Maybe just work on finishing the outsides of the map so you can't see the bottom of the skybox texture anymore would fix it.
 

Guardian

L1: Registered
Jul 27, 2009
44
9
So far, gameplay-wise, the only thing I can complain about is the sort of "floatiness" of the cap spire when you capture the intel. It would be nice if you could figure out a way of landing on the ground faster or something.
 

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
Cant say anything bout the layout before a playtest cause of the customized gamemode and it looks pretty good already anyway. Some minor fails in details, and some clipping issues instead:

http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70000.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70001.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70002.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70003.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70004.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70005.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70006.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70007.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70008.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70009.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70010.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70011.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70012.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70013.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70014.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70015.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70016.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70017.jpg
http://dl.dropbox.com/u/887468/mapscreenies/ctf_wildfire_a70018.jpg

Also, the ash falling down needs to be darker or less transparent, sa it doesnt look too much like ash now in my opinion