CTF-Mesmerize

CTF-Mesmerize

Postby HumaK » Sun Dec 29, 2013 7:58 am

First map done! I didn't really get much help for this one so it is probably something completely different from what you're used to. I am also going to make an alternate version because Humpty pointed out something that might ruin the map. I will upload that one later.

Here it is: http://www.sendspace.com/file/zsrpev


*EDIT* Here's the alternate version: http://www.sendspace.com/file/yx575a

*2nd EDIT* Here are some pictures of the alternate version:




*3rd EDIT* Here's the second alternate version: http://www.sendspace.com/file/5pzo77
Last edited by HumaK on Tue Jan 21, 2014 6:56 pm, edited 3 times in total.
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Re: CTF-Mesmerize

Postby HULKSMASH » Sun Dec 29, 2013 8:20 am

What a mean guy dat Humpty.

Can't wait to try it
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Re: CTF-Mesmerize

Postby TimTim » Sun Dec 29, 2013 8:39 am

Sweet! I'll put it on servers when I update them with the next newnet.
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Re: CTF-Mesmerize

Postby Cy » Sun Dec 29, 2013 11:43 am

i like the layout, does seem a tad small tho. potential to be really fun
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Re: CTF-Mesmerize

Postby HumaK » Sun Dec 29, 2013 12:30 pm

I have made the alternate version now.

Here's the link: http://www.sendspace.com/file/yx575a

The link is also in the first post.


And yes, I was aiming for small and actionpacked, hopefully it's not too crowded :)
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Re: CTF-Mesmerize

Postby Bizmonkey » Sun Dec 29, 2013 2:28 pm

I REALLY like the look of this one. Has the potential for some fast-paced IG action :)

A couple of things popped in my head, though others may disagree.

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These first two: I think it'd be cool if there was a way in to this. Either dodging up (second shot), or leveled off (first image). Giving offense another entry in to the base.

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Removing these low roofs could encourage more boosting. Boosting is great for offenses in IG, and in such a fast-paced map could make for some great opportunities for teamwork.
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Re: CTF-Mesmerize

Postby InfamousRaider » Sun Dec 29, 2013 2:59 pm

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Re: CTF-Mesmerize

Postby HumaK » Sun Dec 29, 2013 3:02 pm

Actually, you can jump from high mid on those supports and jump in the door ;)

Third pic: I made it like that because I'm a nw player and I know how overpowered sniper is in long open corridors, I thought it could be the same issue in insta?
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Re: CTF-Mesmerize

Postby Bizmonkey » Sun Dec 29, 2013 3:11 pm

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Re: CTF-Mesmerize

Postby TimTim » Mon Dec 30, 2013 3:41 pm

Both versions of this map are now on servers for testing!
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Re: CTF-Mesmerize

Postby kud » Tue Dec 31, 2013 3:33 pm

had to upload some brighter screenshots

blue base
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blue base right side
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red side mid
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red side mid 2
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Re: CTF-Mesmerize

Postby kud » Tue Dec 31, 2013 3:41 pm

i don't expect we'd be seeing this map in tournaments because of the small size (pending some freakishly solid map flow), but the layout is solid. this would be an amazing 3v3 map, and could be fun in pugs.
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Re: CTF-Mesmerize

Postby Sauron » Tue Dec 31, 2013 4:03 pm

Extremely simple map. Spawn layout is poor - defense pretty much spawns on top of you no matter where to go. Creative flag runs are pretty much nonexistent. Map is too short and lacks true width which is what makes the spawn problem so exacerbated.
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Re: CTF-Mesmerize

Postby HumaK » Wed Jan 01, 2014 9:33 am

You are probably right about that Sauron. I just had no idea where to put the spawns so I just added them randomly... could I edit the map in a way that would make it better? I could make a mid area to make it longer but what about the width?
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Re: CTF-Mesmerize

Postby Cy » Wed Jan 01, 2014 10:03 am

i thought the map was fine, honestly. we capped 6 times, so it's not impossible to cap. he is correct on the flag runs, however. can't really do much other than run out low since the defense spawns so close and you just have to get out of there.

spawn relocation might improve it, as could elongating mid. i don't want to ruin the flow of the map though by increasing mid length or map width, thus improving lamers ability to backshoot and chase in mid.
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Re: CTF-Mesmerize

Postby kud » Wed Jan 01, 2014 4:22 pm

only played the map in practice mode, so take this with a grain of salt. giving some forward spawns might make running the flag high more viable. maybe?

top is added spawns. bottom is removed spawns
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Re: CTF-Mesmerize

Postby z3r0^ » Wed Jan 01, 2014 5:27 pm

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Re: CTF-Mesmerize

Postby Sonic|^ » Wed Jan 01, 2014 5:57 pm

Image.........
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Re: CTF-Mesmerize

Postby RickJames » Wed Jan 01, 2014 6:08 pm

I haven't pugged this map, but from practice mode and what I've heard:
- I think it could be brighter overall. Even on my super-bright ut, it's a little darker than other maps.
- The spawns should be adjusted, as others have mentioned.
- I think mid should be lengthened some, once spawns are adjusted, to make flag runs through low take a little longer and make the map more suitable for 5v5 league play.

Looks cool to me otherwise :D
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Re: CTF-Mesmerize

Postby kud » Thu Jan 02, 2014 3:04 am

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Re: CTF-Mesmerize

Postby khxmz » Thu Jan 02, 2014 4:13 pm

Adding zones to the map goes a long way when trying to balance the spawns out. Just doing that could fix whatever problems people are having and kuds ideas are good too.
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Re: CTF-Mesmerize

Postby ph34r » Thu Jan 02, 2014 4:54 pm

with only looking at the flag room i can say i like this map better than any of the others ive seen, obviously judging books by covers though
(122202:123602:1216) (HU) ya pixie (122202:123602:1218) (HU) i love that (122202:123602:1222) (HU) mmmmmmmm (122202:123602:1226) (HU) MMMMMMMMMMmmm Image
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Re: CTF-Mesmerize

Postby TimTim » Fri Jan 03, 2014 4:41 am

I would say this map has the best layout for iCTF of all the maps so far. HumaK wasn't kidding when he said he puts gameplay first. It shows.

However, kud's right about it being too small. I played it yesterday and it feels too cramped to make the cut as it is. Scale it up a bit imo. It'll still be fast and action packed.
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Re: CTF-Mesmerize

Postby HumaK » Fri Jan 03, 2014 12:35 pm

Thanks a lot for the feedback!

Okay, I can make it bigger but should it just be longer or also wider?

I will adjust the spawns like kud showed but what do you mean by zoning the map would help balancing spawns, khxmz? I simply forgot to zone the map, I will do that as well!

Should I make the map brighter too?

Just to make you more excited, I'm almost done with a map that I personally think is better than this one and the feeback I've gotten for that it proves my point. I don't know when it will be done, maybe this weekend or mid next week! :D
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Re: CTF-Mesmerize

Postby TimTim » Fri Jan 03, 2014 1:36 pm

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