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ctf_windgap
1
#1
5 Frags +

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"
i know people don't really like ctf that much but it would be amazing if this is playtested enough for me to make improvements to it, as it's in alpha and there's essentially no good precedent for ctf maps.

download (a2): https://dl.dropboxusercontent.com/u/1811521/ctf_windgap_a2.7z
alpha 2 has been released, which includes a moved up respawn (the initial spawn at the start of each round is still by the intel), better clipping and texturing, performance improvements, widened terraces at mid, and no layout changes because I didn't get any feedback.

screenshots (a2):

https://dl.dropboxusercontent.com/u/1811521/adsfaewx.jpg

https://dl.dropboxusercontent.com/u/1811521/asdfwdge.jpg

https://dl.dropboxusercontent.com/u/1811521/dasdf3eds.jpg shack
https://dl.dropboxusercontent.com/u/1811521/asdfweds.jpg forward spawn / respawn

screenshots (a1):
http://steamcommunity.com/sharedfiles/filedetails/?id=180307711 pond looking up valley
http://steamcommunity.com/sharedfiles/filedetails/?id=180308207 back spawn / resupply
http://steamcommunity.com/sharedfiles/filedetails/?id=180306788 intel room

todo:
- areaportals a2
- forward spawn a2
- clipping (wip over several versions)
- layout improvements thanks to you!!!1
- detail

notes:
- I'm using detailing/texturing to direct attention in some places, but where it's not important, I use dev textures to give the "this is seriously an alpha" impression
- 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

please give any feedback you have to offer, even if it's negative or amounts to "this map is really bad, scrap it and start over"

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"
i know people don't really like ctf that much but it would be amazing if this is playtested enough for me to make improvements to it, as it's in alpha and there's essentially no good precedent for ctf maps.

download (a2): https://dl.dropboxusercontent.com/u/1811521/ctf_windgap_a2.7z
alpha 2 has been released, which includes a moved up respawn (the initial spawn at the start of each round is still by the intel), better clipping and texturing, performance improvements, widened terraces at mid, and no layout changes because I didn't get any feedback.

screenshots (a2):
[img]https://dl.dropboxusercontent.com/u/1811521/adsfaewx.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/1811521/asdfwdge.jpg[/img]
https://dl.dropboxusercontent.com/u/1811521/dasdf3eds.jpg shack
https://dl.dropboxusercontent.com/u/1811521/asdfweds.jpg forward spawn / respawn

screenshots (a1):
http://steamcommunity.com/sharedfiles/filedetails/?id=180307711 pond looking up valley
http://steamcommunity.com/sharedfiles/filedetails/?id=180308207 back spawn / resupply
http://steamcommunity.com/sharedfiles/filedetails/?id=180306788 intel room

todo:
[s]- areaportals[/s] a2
[s]- forward spawn[/s] a2
- clipping (wip over several versions)
- layout improvements thanks to you!!!1
- detail

notes:
- I'm using detailing/texturing to direct attention in some places, but where it's not important, I use dev textures to give the "this is seriously an alpha" impression
- 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

please give any feedback you have to offer, even if it's negative or amounts to "this map is really bad, scrap it and start over"
2
#2
4 Frags +
Kalkinno ctf ever

It looks interesting and worth pugging. Will try to get this in tonight! :)

Show Content
also it's not badlands
[quote=Kalkin]no ctf ever[/quote]

It looks interesting and worth pugging. Will try to get this in tonight! :)

[spoiler]also it's not badlands[/spoiler]
3
#3
1 Frags +

A CFT map <3

Flag room's a bit gloomy and maze-like. Excited to see how this turns out.

A CFT map <3

Flag room's a bit gloomy and maze-like. Excited to see how this turns out.
4
#4
1 Frags +

alpha 2 has been released, which includes a moved up respawn (the initial spawn at the start of each round is still by the intel), better clipping and texturing, performance improvements, and no layout changes because I didn't get any feedback.
https://dl.dropboxusercontent.com/u/1811521/ctf_windgap_a2.7z
please give any feedback you have to offer, even if it's negative or amounts to "this map is really bad, scrap it and start over"

alpha 2 has been released, which includes a moved up respawn (the initial spawn at the start of each round is still by the intel), better clipping and texturing, performance improvements, and no layout changes because I didn't get any feedback.
https://dl.dropboxusercontent.com/u/1811521/ctf_windgap_a2.7z
please give any feedback you have to offer, even if it's negative or amounts to "this map is really bad, scrap it and start over"
5
#5
2 Frags +

The design looks really good (not sure if it's good for gameplay but we'll see), I'd love to see this hosted on a pub.

The design looks really good (not sure if it's good for gameplay but we'll see), I'd love to see this hosted on a pub.
6
#6
2 Frags +

I feel like the intel room would be too much of a clusterfuck since it's down in a pit. It reminds me a bit of badwater last, were it's just sentry haven, except here, the sentries have the high ground.

I feel like the intel room would be too much of a clusterfuck since it's down in a pit. It reminds me a bit of badwater last, were it's just sentry haven, except here, the sentries have the high ground.
7
#7
0 Frags +

I didn't download it but from the screens it looks pretty cool, the only apparent problem I see is that its not symmetrical

I didn't download it but from the screens it looks pretty cool, the only apparent problem I see is that its not symmetrical
8
#8
0 Frags +

We tried to play this in new map pugs and it didn't really go over very well. Granted basically everyone went straight to dumb offclasses so it's not a really good representation of normal play on the map. I think most people were so put off by CTF that they would not even consider trying it seriously, I partly agree with them because for the most part (in my opinion) CTF has been boring and not a lot of fun in tf2. The map itself did seem very cramped and there was one or two shutter doors that would "break" and prevent people from going out until you walked fairly far away from them. Can't remember what ones off the top of my head since it was a week or two ago but i'll look into it later.

We tried to play this in new map pugs and it didn't really go over very well. Granted basically everyone went straight to dumb offclasses so it's not a really good representation of normal play on the map. I think most people were so put off by CTF that they would not even consider trying it seriously, I partly agree with them because for the most part (in my opinion) CTF has been boring and not a lot of fun in tf2. The map itself did seem very cramped and there was one or two shutter doors that would "break" and prevent people from going out until you walked fairly far away from them. Can't remember what ones off the top of my head since it was a week or two ago but i'll look into it later.
9
#9
2 Frags +

#5:
Thanks about the general design, I have no idea if this map would work well for anything above 6v6 though because it's just so small. The next map I make will probably be a lot bigger in terms of single areas.

#6:
I don't know why I decided to put the intel in a pit in an enclosed area. It was a bit of random inspiration I guess. I did my best with the terracing and what specific spots I put doorways and cover on to keep there from being really good sentry spots in there, though, and hopefully I'm not so bad that there's a spot like the one under the platform on badwater's last.

#7:
As long as I haven't made a gigiantic mistake without realizing it over the past week and a half, the map should be generally symmetrical and only differ all detail like, which is actually a big thing that makes TF2 maps so appealing for team based first person maps.

#8:
I'm not worried about the offclassing affecting the overall flow of the map that much, and if you could tell me anything that was *really* annoying about it like an area where a pyro or heavy have free reign over everthing or an overpowerd sentry spot, that would be really nice, because I can probably tease the geometry in such places to make it flow better.

The doors were actually like the exits from the intel building being totally broken, because they shared the same name so got triggered at the same time. If one team got through one of them first out of the initial spawn then after they closed standing on their trigger on the other side wouldn't count to make it open up again. If those weren't the broken doors then please let me know because I might have a logic problem I don't know about.

I'll see what I can do about the map being cramped overall, hopefully I can twist the geometry well enough. If you guys of felt like any specific part of the map was just so small it stood out, please let me know, because it's hard to tell when I'm trying to use scale as a way of saying "this is a good place to be" and "this is probably only useful if you're rushing through".

#5:
Thanks about the general design, I have no idea if this map would work well for anything above 6v6 though because it's just so small. The next map I make will probably be a lot bigger in terms of single areas.

#6:
I don't know why I decided to put the intel in a pit in an enclosed area. It was a bit of random inspiration I guess. I did my best with the terracing and what specific spots I put doorways and cover on to keep there from being really good sentry spots in there, though, and hopefully I'm not so bad that there's a spot like the one under the platform on badwater's last.

#7:
As long as I haven't made a gigiantic mistake without realizing it over the past week and a half, the map should be generally symmetrical and only differ all detail like, which is actually a big thing that makes TF2 maps so appealing for team based first person maps.

#8:
I'm not worried about the offclassing affecting the overall flow of the map that much, and if you could tell me anything that was *really* annoying about it like an area where a pyro or heavy have free reign over everthing or an overpowerd sentry spot, that would be really nice, because I can probably tease the geometry in such places to make it flow better.

The doors were actually like the exits from the intel building being totally broken, because they shared the same name so got triggered at the same time. If one team got through one of them first out of the initial spawn then after they closed standing on their trigger on the other side wouldn't count to make it open up again. If those weren't the broken doors then please let me know because I might have a logic problem I don't know about.

I'll see what I can do about the map being cramped overall, hopefully I can twist the geometry well enough. If you guys of felt like any specific part of the map was just so small it stood out, please let me know, because it's hard to tell when I'm trying to use scale as a way of saying "this is a good place to be" and "this is probably only useful if you're rushing through".
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