ctf_smooth_b2

Credits

Submitter
  • P1: Beggar
    Points: 69
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
ahktang (Creator/Co-creator)
Key Authors
gnat

Rating

8.80/10
Based off 5 rating(s)

Additional Info

Development State
Final/Stable
Maximum Players
24

Stats

Post Count
18
ViewCount
5,823
Downloads
1,456
Date Added
4 years ago
Date Modified
4 years ago

Remake of of the classic QWTF map, 32Smooth by DR. Smooth.

capture the intelligence at the top of your team's guard tower.

Currently beta 2 version.

changes from first beta:

-added secret rooms to each base. in place of the original map's Quad damage power ups, these contain full healthkits.

-added a couple more health and ammo kits.

-displacements redone, including extensive changes to the water tunnel area.

-outside guard towers moved further apart, connecting bridge and doorways all made wider.

-flagroom lighting completely redone.

-lots of lighting and textures tweaks, still actively working on this area.

-fixed player clipping around displacements. players shouldn't be able to get behind displacements now.

-fixed engineers being able to block spawn room doors.

-added sudden death mode on server time limit. hopefully this is working correctly now.

changes planned for upcoming final release version:

-tweak lighting and textures.

-redo castle details above each team's base.

-continue to add details for visual interest.

-continue optimization.

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Comments

    • P1: Beggar
      Points: 14
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Looks good Extremely fun to play Cons: Some of the areas seem to narrow or too low Improvements: Expand certain areas to give players more breathing room

    Bananite
    • P2: Drudge
      Points: 1,475
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      EF: 2
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      Account Age: 5 years

    Please add a timer and let me know when and if it has one, I cannot put it on my server until it has one

    • P1: Beggar
      Points: 109
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      EF: 2
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      Account Age: 4 years

    Pros: Love it! Cons: Some spots are lacking detail. Improvements: It wil naturally progress I'm sure. Fun map.

    Looking...
    • P1: Beggar
      Points: 1
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      Account Age: 4 years
    • I hope i see soon the final version,good leaguemap,it makes much fun to play on it :)

    • waterentrance in the base,has a bug,sometimes you cant move in the water...then you need some seconds with moving in all directions to go on.

    Bananite
    • P1: Beggar
      Points: 69
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    Updated to beta release version 2. please give it a run and see if you like. hoping to release a final version in the next week or two.

    Bananite
    • P2: Drudge
      Points: 5,349
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      Account Age: 4 years

    I think the fact of making it slightly bigger will remedy any issues about CP's being too close. There were some insane matches in Q3F/ETF that I remember on this map.

    As long as the detail and everything is up to par with Valve maps and health/ammo is put in key positions, it will get played based on the fact that it's smooth and it's been around for 10 years.

    A lot of mappers forget hints and clipping, so be sure those are solid as well. With added detail becomes more system load, but with proper hinting it can be a non issue. Not sure how much experience you have with them. With more detail comes also potential clipping issues, so watch those with care :)

    Analyzer
    • P1: Beggar
      Points: 69
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    RE: layout and cap points

    i realize i forgot to mention in the readme here that this is a remake of a QWTF/ map (it also showed up as a remake in various other Tf mods as vilepickle said), so the layout has been around for quite a long time. now having said that, i'm still certainly open to the idea of changing the layout if it's needed for TF2's game style.

    having the cap points so close together does make for easy chain caps if the enemy defense isn't organized or familiar with this map's layout. (I saw some ugly one sided scores in q3f pubs) i feel like thats a problem in almost any CTF map though.

    so far i feel like theres an interestng balance in this map where having the cap points close together allows for defenses to attempt to deny the cap at the tower it's self, creating some interesting fights. it is a precarious balance though.. making it to close makes capping too easy, and too far away makes it kinda pointless to chase the flag carrier once they get out of your base.

    after i open up the outside area, and try some test games a bit more, i'm curious to see what people think of the cap areas.

    Bananite
    • P1: Beggar
      Points: 6
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    One more thing, the cap points.. did you intend for them to be so close together? I really raped the other team last night by just grabbing the intel, runnout out to their cap point and bomb jumping for the win..I know it's the person who does the cheap tactics like that but,you may try to get creative and find a way to make it less easy to pull that off.

    Bananite
    • P1: Beggar
      Points: 69
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    Thanks for the comments everyone, especially vilepickle for taking the time for indepth criticism. this is my first complete map, so feedback is really helpful.

    I'm shooting for just one, maybe 2 more beta releases before calling this thing done. right now my "to do" list is looking like:

    -redoing some of the outdoor area to open it up a little bit, giving ppl a bit more room to fight, especially in the center bridge area. also making it easier to exit the water.

    -getting the entitys all set up. anyone know if there are additional game rules entities i need to tweak beyond the flags and capzone?

    -generally tweaking the displacements, trying to break up the outline of the outdoor area a bit.

    -fix some funky textures and lighting issues

    -additional work on detailing

    Bananite
    • P2: Drudge
      Points: 5,349
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    Oh, and if there aren't already, I'd put func_nobuilds in narrow areas. I didn't check, so I'm not sure if you put them in spots (like the capture zone doorway like the other guy said).

    Analyzer
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