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"