- Nov 15, 2008
- 95
- 10
UPDATE: ctf_arch_a2
My second release, now PLAYABLE with player clips, working doors, and pakrat. I made a few major changes to the layout, moving the flag into a completely new building behind each base, while trying to keep the map relatively small. Please leave comments! Screenshots in post on last page.
ctf_arch_a1:
Here we go! This is my first release, so be sure to alert me to any noob mistakes I might be making. At the moment, because this is just an alpha release, I'm looking more for comments and criticism relating to the layout, more than the textures/props (yes, I know my displacement textures are wonky :unsure: )
My hope for ctf_arch is that it'll be fun even with very small teams (like 4v4). Because of the small size of the map players will have to be more aggressive, even on defense. Each side consists of two buildings, one housing the flag, and one housing the spawnrooms and the capture point. Between the bases lies a rather large natural arch, which functions as another route to travel from one base to the other. There is also a tight underground passage for flanking classes like pyros and spies.
BLU base:
RED base:
The namesake Arch:
BLU's flagroom:
BLU's capture point:
Entrance to underground route:
Questions I'd like help with:
Download thread:
http://forums.tf2maps.net/showthread.php?t=4687
My second release, now PLAYABLE with player clips, working doors, and pakrat. I made a few major changes to the layout, moving the flag into a completely new building behind each base, while trying to keep the map relatively small. Please leave comments! Screenshots in post on last page.
ctf_arch_a1:
Here we go! This is my first release, so be sure to alert me to any noob mistakes I might be making. At the moment, because this is just an alpha release, I'm looking more for comments and criticism relating to the layout, more than the textures/props (yes, I know my displacement textures are wonky :unsure: )
My hope for ctf_arch is that it'll be fun even with very small teams (like 4v4). Because of the small size of the map players will have to be more aggressive, even on defense. Each side consists of two buildings, one housing the flag, and one housing the spawnrooms and the capture point. Between the bases lies a rather large natural arch, which functions as another route to travel from one base to the other. There is also a tight underground passage for flanking classes like pyros and spies.
BLU base:
RED base:
The namesake Arch:
BLU's flagroom:
BLU's capture point:
Entrance to underground route:
Questions I'd like help with:
- Obviously the area between the bases is pretty wide open. Are snipers too powerful in this part or is this a non-issue?
- Scouts seem to be able to dash between the sides very quickly. Are scouts too powerful on this map because of this?
Download thread:
http://forums.tf2maps.net/showthread.php?t=4687
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