ctf_fishy_b4

Credits

Submitter
  • P1: Beggar
    Points: 436
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fisheye (Creator/Co-creator)
Key Authors
fishy

Rating

9.22/10
Based off 6 rating(s)

Additional Info

Development State
Beta
Version
4

Stats

Post Count
27
ViewCount
3,380
Downloads
573
Date Added
4 years ago
Date Modified
4 years ago

This started off with a smaller outdoor area and no sewers, so it's grown a little over it's development, mainly at the request of testers. I don't know how it will play with 32, but with games between 4 and 22 players, it's done alright. I don't see a full 32 man server having any problems though, but I thought I should mention it anyway.

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Comments

    • P1: Beggar
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    Thanks for the heads-up Khaos. It's been a while since I worked on the update for this map, but I was planning on starting it again soon. I think I know where you're talking about with the drainpipes, so I'll make sure that gets sorted. I've already shortened the outside area a good bit, so it should be easier to get to the opposite base without having to run through a big battlefield, and will hopefully make winning a round a bit faster. Watch this space. :)

    Bananite
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    Hey... We loaded this map onto our 24 slot public server and I personally found it to be pretty balanced... However, there were a few small issues that I thought Id mention...

    The match time is a little short. We have yet to finish a complete game without it going into sudden death... To that end, I appreciate that you added sudden death, but I think it kicks in a little soon...

    Also, in the sewers, there is a silly exploit that could easily be fixed... Engies can put teleporter exits inside the bars of one of the drainpipes... It then causes anyone who takes the TP to get stuck behind the bars and opens the map up to some serious griefing sessions... :(

    If you made that area unbuildable, it would easily address this problem... Until that is done I will be removing it from our rotation, as we dont want to give anyone any ammo to be an idiot and ruin the gameplay for the rest of the community on our server...

    Otherwise, as I said, it is a fun map that has the capacity to provide some well-balanced battles... There is sufficient signage that nobody should get lost, though, the first few times it took people a bit to figure out where to drop the intel for the cap... But, now that we know, there is no problem there...

    Hey Hey, Yo Yo! They call me B
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    Posted by fisheye
    Posted by Evil_Toaster the middle is mostly open, which isn't good for balance.
    so which team has the advantage because of it?
    Too dark. And those clouds in the first picture, what's up with that?
    have you rated the looks of the map so low because of a cloud that you don't like? And I'd be interested to hear exactly where/what you think is too dark, as you are the only person that has mentioned it as a problem.

    There's no team that has an advantage, it's a class balance deal. With more open area scouts have a bigger field to play in and slower classes are more likely to get killed by snipers.

    And it's just dark. I even have my brightness tuned up a bit and I still think it's dark.

    Bananite
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    Posted by Evil_Toaster the middle is mostly open, which isn't good for balance.

    so which team has the advantage because of it?

    Too dark. And those clouds in the first picture, what's up with that?
    have you rated the looks of the map so low because of a cloud that you don't like? And I'd be interested to hear exactly where/what you think is too dark, as you are the only person that has mentioned it as a problem.

    Bananite
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    Design: Too easy to defend intel, there's three floors to put sentries on. And the middle is mostly open, which isn't good for balance. Looks: Too dark. And those clouds in the first picture, what's up with that?

    Bananite
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    Yeah it is a well made map bu the main problem is that it is just a wide open space between 2 building. Regardless of how well it is made it boils down to a deathmatch in the middle, it needs more planning in layout terms

    (O>)
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    Posted by crazychicken The problem is that there's no real structure to the layout of the place... It's a nice map but people don't like it much and I think it's because it isn't memorable at all.

    I like the map and have enjoyed playing on it personally. I think you may just be stretching for something to pick on. If your biggest gripe is that he didn't make it "true to life" then the map must be pretty good on the whole.

    Bananite
    • P2: Drudge
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    The problem is that there's no real structure to the layout of the place. Outside makes sense and looks good, but inside it's just interconnecting rooms that have no reason to be next to each other. What is the building? Have a structure you base it on, the rooms all look similar and so its easy to get confused. Why is the intel in a room with a heavy safe thatleads directly into an open sewer with pipes everywhere?

    Make the building make sense, at the moment it doesn't feel thought through. You don't head to the control centre or board room, you head to what seems like the basement but has the intel and a safe inside, and the rooms above what are they? If it's an office or military building make the layout reflect this.

    It's a nice map but people don't like it much and I think it's because it isn't memorable at all. One room looks like another run around and hope you get to the intel. it doesn't flow when you get inside. the battlements? What are they? Why are there battlements on an office complex?

    (O>)
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    [quote[The inside is way too confusing, its a maze to get outside[/quote] Are you sure you posted that in the right thread? The layout is less complicated than 2fort, and has exit signs where the exits are.

    Bananite
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    The inside is way too confusing, its a maze to get outside

    (O>)
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