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Old 01-21-2010, 11:42 AM  
Psy
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A map featuring the Invasion style of CTF where both teams must fight over 1 flag and deliver it to the enemies base in order to capture it.

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Last edited by Psy; 09-12-2010 at 07:34 AM.
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Old 02-24-2010, 10:23 AM   #50
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You might consider this?

It looks more complicated than it is, but that's due to being able to pass from left to right and vice versa, which you seemed to want for your map. I would personally restrict it, which would increase optimisation and simplify the general base layout. But it would also mean less flanking oppotunities after entering the base. It just depends on your overall desires. Also, it is kind of 'windy' due to restricting long sightlines with doors/walls.

The main issue with this is that due to the spawn placement and how you've just extended backwards, the path on the right is quite long, and to prevent the long sightlines you have to make the route even longer via putting in bends.

Alternatively to what i've presented.. you can see 3 routes to the intel room. Left (lower), middle (upper) and a drop down on the right which is also upper (but one way). The middle path has 2 routes into it (as indicated by the blue arrows), you could remove the entrance from the right side and move it down to where i removed the door from before (on the wall below that i moved further to the left). Adjusting the doors for sightlines/optmisation.

Also, where i put the "jump down" capability at the bottom, you might alternatively include a wall with a window in it, as there's a fair view into the corridor running parralell, through that doorway. It would stop spamming through it but keep the capacity to view threats available.

With the additions you have made, i think you can afford to move the spawn forwards some, you already have 2 corridors from your spawn.

edit: updated image (might want to refresh page to see).

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Old 02-24-2010, 10:48 AM   #51
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Thing is Grazr, the base kind of feels a bit complex already without those additions, if they are added, I feel some simplification could be in order.

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Old 02-24-2010, 11:00 AM   #52
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Originally Posted by Randdalf View Post
Thing is Grazr, the base kind of feels a bit complex already without those additions, if they are added, I feel some simplification could be in order.
Well yea, i mentioned this issue in the post you're replying too. But as i also mentioned, bringing the spawn forwards will nullify the need to prevent long sightlines through dividing walls, and thus reduce complexity. Since there would be no sightlines that require shortening.

Personally, as it is, i find the base is tiny, there's no time between the intel and the cap point, which is also down to the bases current basic structure and small size. It's possible for a team to kill half the enemy, grab the intel and cap it before the defenders can even respawn to intercept. Which means once you wipe in the middle, you lose that cap attempt. There's no back and forth so there's less dynamics in the gameplay. Which is why i said it'd suffer turbine fever through monotonous gameplay.

I'll give it another go, assuming the spawn is braught forward.

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Old 02-24-2010, 11:05 AM   #53
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I like some of your ideas such as adding more space for maneuver near the lower left entrance and reducing the size of the area slightly but your other ideas make the base seem incredibly complex. I'm sitting here looking at the map and I'm thinking, "Does it really need to be this complex to offer a wider variety of strategy?". I don't want a plethora of 90 degree turns because they simply make it more difficult to navigate around the base especially to new players and I definitely don't want several areas spread all around.

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Old 02-24-2010, 11:19 AM   #54
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With less arrows and doors and bends, by bringing the spawn forwards.

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Old 02-25-2010, 04:15 AM   #55
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Alpha 8 is out with the only change being the new area I posted before. Interestingly, the time it takes to get out of the base and reach the flag in the middle is now the same length as the cooldown.

EDIT: Make that A8b. There was a player clip for a doorframe about 128 units lower then it should have been essentially blocking the door.

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Last edited by Psy; 02-25-2010 at 04:43 AM.
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Old 02-27-2010, 03:08 PM   #56
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After today's test I'm going to modify the top route by adding some health and removing the right-hand exit in the small room with the window in hope of making it a safer and more viable route.

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Old 02-28-2010, 10:12 AM   #57
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Unfortunately I'm not going to be able to make it to tonight's test. In the meantime take a peek at these.



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Old 02-28-2010, 10:45 AM   #58
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Is that a custom texture on the pillars?

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Old 02-28-2010, 10:47 AM   #59
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Ever heard of CONCRETE?

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