- Mar 27, 2009
- 27
- 5
Overview
Squirrel Run is a single stage, 3 point payload map. Nothing too fancy here since it's my first Team Fortress map. With just 3 points in the map and a relatively short track, the gameplay should be quite a bit quicker than Badwater Basin. There are very few chokepoints in the map with multiple routes and options to flank opponents. The map starts out fairly open and then tightens up towards the end which should hopefully add some tactical variety during play.
Please rip this map to pieces and be as brutally honest as you can. I can only get better through genuine critique - not sugar coated pats on the back. Of course, pointing out good parts help me learn as well so don't be afraid to toss in one or two "good jobs" for every dozen or so "that section sucks!".
The map should be fully functional, though still fairly basic in its texturing and details.
Issues/To-Do's
Revisions
a2
a1 - first version, thus, no revisions.
Squirrel Run is a single stage, 3 point payload map. Nothing too fancy here since it's my first Team Fortress map. With just 3 points in the map and a relatively short track, the gameplay should be quite a bit quicker than Badwater Basin. There are very few chokepoints in the map with multiple routes and options to flank opponents. The map starts out fairly open and then tightens up towards the end which should hopefully add some tactical variety during play.
Please rip this map to pieces and be as brutally honest as you can. I can only get better through genuine critique - not sugar coated pats on the back. Of course, pointing out good parts help me learn as well so don't be afraid to toss in one or two "good jobs" for every dozen or so "that section sucks!".
The map should be fully functional, though still fairly basic in its texturing and details.
Issues/To-Do's
- While the basic theme is in place, texturing, lighting, and other details are still in the very early stages.
- Optimization is very crude right now with some hint brushes and limited nodraw brush faces. No area portals are in place yet.
- Sounds are just about non-existant.
Revisions
a2
- Red spawn is completely new and is now located behind the final cap point. This move also extends the final cap point further to a more open final area which lengthens the track between the 2nd and 3rd cap points while also giving a more "epic" area for red to make a final stand.
- Blue spawn is completely new along with the entire beginning area. The starting area in the previous version was just too cramped and seemed out of place. This new starting area gives blue a better spawn along with more options to flank the defense.
- New side route added that allows blue to go around the main tunnel at the beginning to avoid such a strong bottleneck.
- Blue now has a forward spawn that unlocks after the 2nd cap point is taken.
- A few more details have been added though texturing, lighting, and other details are still in the very early stages.
a1 - first version, thus, no revisions.
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