- Jun 17, 2012
- 493
- 191
windgap is a traditional ctf map based on "don't put the fucking intel behind the fucking spawn or make it a chokepointy mess of sentry gun heaven" aka learn from the mistakes that the stock ctf maps made.
i know competitive players don't really like ctf that much but it would be amazing if they playtested this enough for me to make improvements to it, as it's in alpha and there's essentially no good precedent for ctf maps especially among the competitive mindset.
download (a1): https://dl.dropboxusercontent.com/u/1811521/ctf_windgap_a1-2.7z
screenshots (a1):
http://cloud-2.steampowered.com/ugc/884120021426507166/86E196ECD5B7E84FA1C8E005FA6BE3E57A5188A1/
http://cloud.steampowered.com/ugc/884120021426818007/376E291B0BECAFE4B9FFFBF9BB1D505782AEE3A0/
http://steamcommunity.com/sharedfiles/filedetails/?id=180307711
http://steamcommunity.com/sharedfiles/filedetails/?id=180308207
http://steamcommunity.com/sharedfiles/filedetails/?id=180306788
todo:
- areaportals (sorry ;_; complete in a2, holding out until I figure out where to put the forward spawn)
- forward spawn (activates several seconds after initial spawn to negate some easy turtling, ie respawning as engineer to set up a sentry almost directly on the intel)
- clipping
- layout improvements thanks to you!!!1
- detail
notes:
- spawns are dev textured on the floor just to scream "this is early in development" to people who don't know what a1 means
- yes being able to surf on the light near the intel is intentional -- I may replace this if it's decided that it's too weird
- a majority of the cliff/dirt brushes are going to be displacements later so don't complain about weird visleaf stuff yet
i know competitive players don't really like ctf that much but it would be amazing if they playtested this enough for me to make improvements to it, as it's in alpha and there's essentially no good precedent for ctf maps especially among the competitive mindset.
download (a1): https://dl.dropboxusercontent.com/u/1811521/ctf_windgap_a1-2.7z
screenshots (a1):
http://cloud-2.steampowered.com/ugc/884120021426507166/86E196ECD5B7E84FA1C8E005FA6BE3E57A5188A1/
http://cloud.steampowered.com/ugc/884120021426818007/376E291B0BECAFE4B9FFFBF9BB1D505782AEE3A0/
http://steamcommunity.com/sharedfiles/filedetails/?id=180307711
http://steamcommunity.com/sharedfiles/filedetails/?id=180308207
http://steamcommunity.com/sharedfiles/filedetails/?id=180306788
todo:
- areaportals (sorry ;_; complete in a2, holding out until I figure out where to put the forward spawn)
- forward spawn (activates several seconds after initial spawn to negate some easy turtling, ie respawning as engineer to set up a sentry almost directly on the intel)
- clipping
- layout improvements thanks to you!!!1
- detail
notes:
- spawns are dev textured on the floor just to scream "this is early in development" to people who don't know what a1 means
- yes being able to surf on the light near the intel is intentional -- I may replace this if it's decided that it's too weird
- a majority of the cliff/dirt brushes are going to be displacements later so don't complain about weird visleaf stuff yet