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Author Topic: ctf_compound v3 [done]  (Read 1331 times)
sniper NO SNIPING
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« on: February 14, 2010, 12:01:16 pm »


Version 3:

Full size

I believe I am finished, please

Comments: This map is big. About the size of classicwell. I wanted to make a map that combined my favorite elements of the standard maps while remaining at least slightly unique. The intel goes in the little ditch to the left of the spawn, in the spotlight. Runner can cap in about 30 seconds, heavy takes about 55.

Things I am concerned about:

Too big: Give me some opinions. version 2 shrinks it a little.
The middle is going to be a spamfest: This is partially intentional; I don't want to make a map where everyone takes separate paths and never see each other.
Too derivative: Again, give me your opinions.


^^Pretty much taken care of, yes?

Thanks.
« Last Edit: April 09, 2010, 11:07:31 am by sniper NO SNIPING » Logged

[GA] Oopie
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« Reply #1 on: February 14, 2010, 12:24:22 pm »

Aside from the sexyness of that name.  The map looks alright and I would love to test it if someone else host
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« Reply #2 on: February 14, 2010, 03:33:56 pm »

See the big vertical tunnels near the fronts of the bases? It looks like the only way into those areas are the ramps outside. Maybe add a small ledge to jump onto from inside the building, so that a chokepoint doesn't form in the single base exit. Also, a small, low building or roof in the center of the map would lead to slightly reduced spam there while not hampering snipers too much.

Overall, the map looks pretty great. I like the spotlights (in fact, I like all the lighting) and the vague hints of ctf_classicwell. Great coloring, too. I will definitely play this if I see it. Cheers!
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sniper NO SNIPING
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« Reply #3 on: February 14, 2010, 07:46:43 pm »



At the suggestion of technoviking, I removed the huge open middle portion and replaced it with a big (uncolored) silo thing. Any thoughts on the change?
« Last Edit: February 14, 2010, 07:47:17 pm by sniper NO SNIPING » Logged

Agh
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« Reply #4 on: February 14, 2010, 07:54:49 pm »

I'm going to write some feedback tomorrow.
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[GA] Oopie
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« Reply #5 on: February 14, 2010, 11:24:32 pm »



At the suggestion of technoviking, I removed the huge open middle portion and replaced it with a big (uncolored) silo thing. Any thoughts on the change?

Not bad, I actually do prefer this middle thing.  BTW, unless you weren't already working on it, you should make it a slighy gradient like in most maps
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Agh
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« Reply #6 on: February 15, 2010, 02:12:34 pm »

I like this map.
A bottleneck in the middle is something which few maps do; but it's a good thing to encourage a forward defense. On other maps e.g. 2dfort or orange any forward defense is useless as it can be easily avoided by taking another path.

Quote
Too big: Give me some opinions.

I like it big Smiley

Quote
Too derivative: Again, give me your opinions.

no.

Quote
v2

I don't like it as much as v1, because the space around the tower is too flat and spam friendly.


I see a problem here:

This chokepoint (green rectangle) is going to be a big problem, as there is no way for the attacking players to get around it (I'm ignoring scouts, detos and soldiers on purpose). Also it's very close to the enemy spawn.

Another problematic chokepoint is there and there (yellow rectangles):

All red players got only this way to get out of their base, but this is not as much of an issue as the red players are close to their spawn there.
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sniper NO SNIPING
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« Reply #7 on: February 15, 2010, 03:03:28 pm »

@Oopie: Yeah, I'm not quite done coloring yet; I want to get the middle resolved before I put any serious time into it.

@Agh


This is easily fixed by making that top exit accessible for all classes.



Here's what I see happening here:

RED: autogun w/ spamming engie
GREEN: spamming soldier or sniper
PURPLE: spamming heavy or any other bullet class.

RED: This is a very strong position, since it would be very hard to get in the blind spot without taking fire for a long time. However, a rocketman, sniper, or spy, standing on the far end of the platform, could take it out with relative ease.

GREEN: This guy shouldn't pose much of a threat, unless combined with the RED position. You've got two options to get to him, and the long reload times make him ineffective.

PURPLE: This a pretty strong defensive position, but it's similar to a heavy spamming behind a crate. A blue class standing on the platform might be hit him while outside of his range.

Worst case scenario: PURPLE and RED combined. I think you'd need an uber to get through that. The only fix I can see is adding a little tunnel behind the PURPLE guy, shown in grey. I don't really want to do this, however, because it really weakens Red's defensive options. That chokepoint is pretty much the only one they've got, and a rocketman or runner (light blue) gets around it pretty easily. Without it, I feel that games would suddenly turn into cap fests, and the slower classes would become useless.

Verdict: I'd really need to see a playtest to determine if it warrants fixing, but right now, I'm inclined to leave the way it is.

Thanks for the feedback, though!

Also, what if I removed the third floor in the v2 silo? That would create a better opportunity for a 'forward defense' but not turn it into a camp fest. Also, I was planning on shrinking the flat parts a little; I wanted to see if the concept was approved first.
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Agh
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« Reply #8 on: February 15, 2010, 05:41:59 pm »

Yes, this should fix it.
You have to take into account: The bigger the map is the harder it gets to capture the intel.
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sniper NO SNIPING
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« Reply #9 on: February 15, 2010, 05:53:18 pm »

Yes, this should fix it.
You have to take into account: The bigger the map is the harder it gets to capture the intel.

The little tunnel? To be honest, even though that autogun spot is hard to attack, people still managed to cap the intel pretty fast. Then again I wasn't there for a lot of the playtest, so I didn't see as much.

Anyone else have any comments from the playtest?
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Agh
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« Reply #10 on: February 15, 2010, 06:01:18 pm »

No, I meant making the upper path accessible for all classes in both directions.
The game never ended in a stalemate, which is a good thing. But the majority of caps were by scouts and spies.
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I_am_awesome
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« Reply #11 on: February 15, 2010, 06:41:39 pm »

how about something like this? with a blue tower of course hehe



gets rid of the giant free sniping space between the stairs and the middle tower and adds two three alternatives to jumping over the box.
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Meower
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« Reply #12 on: February 16, 2010, 11:24:33 am »

Am I the only one to see a black chinese person in the middle building?
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Ghostface
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« Reply #13 on: February 16, 2010, 11:28:22 am »

Me too.
With claws around his face D:
« Last Edit: February 16, 2010, 11:28:45 am by Ghost » Logged
AcidLead
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« Reply #14 on: February 17, 2010, 11:42:56 pm »

<3 I have missed so much in just a few days. This looks like official-grade material!
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