Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #12150
    I'm super excited to share my new map: fw_loca_a1. It is a CTF "football" map in which you take the intel (there is only one) to the other team's base, in this case on top of your team's color block on the enemy's tower.

    P.S: in Spanish, loco or loca means "crazy."
  2. Re: Map Rotation / Map Suggestions

    #12152
    Thanks for taking the time to post your map here!

    However, there are a couple issues I see that need to be addressed before we can toss it into rotation:

    • The lighting is way too intense. That coupled with the HDR gives it considerable eyestrain, and makes it difficult to read the HUD elements for prop count and money.


    • You'll want to place some trigger_multiples named "fw_nobuild" at the chokepoints of the spawns to prevent players from placing props in that area and blocking players off. Otherwise, this will happen: Forum post image


    • This one is more up to you, but introducing more passageways for players to exit spawn to prevent spawn camping would be useful. Especially since in this map, the distance between the spawn exits and the spawn points will make the spawn protection uber ineffective.
  3. Re: Map Rotation / Map Suggestions

    #12157
    I added a walkway above the exit for spawns to allow escape, changed func_nobuild to trigger_multiple fw_nobuild, tweaked the lighting, and fixed the 'R' at the end of my username display on the wall. I hope people like it!
  4. Re: Map Rotation / Map Suggestions

    #12165
    Dread Master wrote View original post
    I added a walkway above the exit for spawns to allow escape, changed func_nobuild to trigger_multiple fw_nobuild, tweaked the lighting, and fixed the 'R' at the end of my username display on the wall. I hope people like it!

    Looks good!

    Added fw_loca_a2 to the rotation.
  5. Re: Map Rotation / Map Suggestions

    #12200
    Only qualm i have is that not every class can take the intel onto the capture point unless assisted (such as medic with quick fix, or just generally getting rocket bounced)

    Other than that, cool map. 
  6. Re: Map Rotation / Map Suggestions

    #12230
    On the map fw_mountain_final (believe it was that one), I discovered that Red Team could build onto the floating square platform but Blu could not build on theirs.  Both sides could build on the thin connecting wire.

    Additionally, on Red it was possible to build right up next to the spawn rectangle, whereas on blu there was the prop intersects a no build zone error from a greater distance away.

    It also appeared as though you could sit in the middle of the enemy's spawn zone and prevent them from getting the intel, although i'm not 100% abt that.
  7. Re: Map Rotation / Map Suggestions

    #12236
    After two weeks of spare time after work and weekend nights of burning out my retinas in Hammer, I have completed another map: fw_horseshoe_a1! I hope it is even better than the last CTF map that I made.
  8. Re: Map Rotation / Map Suggestions

    #12237
    Dread Master wrote View original post
    After two weeks of spare time after work and weekend nights of burning out my retinas in Hammer, I have completed another map: fw_horseshoe_a1! I hope it is even better than the last CTF map that I made.
    YOU HAVE A LEAK! Fix it, you also forgot to nodraw the outside of your brushes that face the void.
  9. Re: Map Rotation / Map Suggestions

    #12238
    Where exactly is the leak? Also, why is it important to go and do nodraw?
  10. Re: Map Rotation / Map Suggestions

    #12254
    I think I fixed the problem. Try this map version.
  11. Re: Map Rotation / Map Suggestions

    #12255
    The map seems kinda small. I'm not sure if it would work well with 14 players on each team placing props all over the place. The small size also makes it pretty easy for players to block the spawns with props.
  12. Re: Map Rotation / Map Suggestions

    #12258
    Honestly, I think the map is a perfect size. The time limit is at 15 minutes IIRC, and there is such a short distance for the flag carrier to have to go that it is only fair that the prop density is really high and the setup time is 5 minutes. The point of the map is to have two bases a short distance from each other and a really dense area between them. This encourages teamwork to go through the dense fort hell (pun intended) to get the flag. Getting out of such a dense area is also a challenge. I put a fw_nobuild thing in the area between the columns and the base, so your griefing thing won't even happen. I think it at least is better than fw_3fort, which was my first map (I had a different SH account) and it sucks ass.
  13. Re: Map Rotation / Map Suggestions

    #12259
    Forum post image

    :S

    I don't mind the idea of having to fight through a wall of props in order to reach the intel, I just feel that it would easily enable griefing such that a team would need to work through their own props first.
  14. Re: Map Rotation / Map Suggestions

    #12265
    Ok, I see. I guess it wouldn't be that hard to just prop out the entire cross section of the place like you did. How then should I fix this? Any ideas?

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