Ah, I figured it must be that. No way any of us could miss such an announcement ![]()
WIP in WIP, post your level screenshots!
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How do you like the source2 tools? Is it promising? Cause damn I want to make a city with you guys

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Guess I can post this here as well;
Map is for my own testing purposes only, as the decompile made areaportals and whatnot horrible. The king of the hill gameplay is nearly finished; I only need to add in the multiplier that can have effect on timings when multiple people from the same team are on the point at the same time.
Besides that I haven't tested if my hacky interface can be packed in the bsp, although I expect it to work. If it works I'll put the effort in to create a capture status indication, but it's quite difficult as the only thing I can do is swap a small icon in the timer bar at the moment, or spam the chat.
Suggestions on how to communicate score/capture status to the player are welcome. The current solution makes a beep sound every 4 seconds because I'm heavily abusing an env_instructor_hint popup that refreshes constantly :>
This mode (not the map per se) will be playtested next sunday (18/jan); I'd love a crowd on this.
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Wish we actually had CCTV in my village, all the other places in the area do, so a fair few of the criminals come here where there are no cameras!
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Its 4vs4 round based CTF with no respawning until the round is over.
Visit for more info:.
https://forums.unrealtournament.com/showthread.php…-idea-Arena-CTF
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CTF is the best game mode castle.
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Got a second screen so now I can make super duper wide screenshots
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some fiddling
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Quote from cashed
some fiddling
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Reminds me of this:
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I was thinking about OP Firestorm from Battlefield 3/4.
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Mostly where I'm drawing initial inspiration El_Exodus
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Cashed...it's promising !!
In my side, I think I'll ask for a playtest soon...I'm still testing some things with the layout but this will be my next map ; "de_arizona" (and it won't be a remake of the old one from cs1.6).
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Quote from El Moroes
Cashed...it's promising !!
In my side, I think I'll ask for a playtest soon...I'm still testing some things with the layout but this will be my next map ; "de_arizona" (and it won't be a remake of the old one from cs1.6).
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Your image link is broken mate
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Quote from El Moroes
Your image link is broken mate
Ow, is it better ? Thanks

I like your layout, but to be completely honest, it's a bit over-simple. It doesn't do anything wrong necessarily, but it's a bit boring because of the rotation spots at the top of the map for CTs, which are simple corridors really obviously lacking in any sort of interesting geometry, gimmicks or variety. I don't see any doors or ladders that would also add some interest to the very simple layout, although without more careful routes not even those would help much. I think the level would lose appeal after a couple of playthroughs without some more interest for players. Look at maps like Inferno for some ideas of how to add interesting elements to a simple layout, right now this one looks like it's doing the bare minimum.
What about windows overlooking corridors? Ladders into certain areas? Vents which you can break and hop out of. Catwalks, so two areas of elevation right next to one another. Interesting use of crates throughout the level. Boost spots and one-way areas. Doors which players can use to execute fakes and deny CT's strategic information. Etc etc etc. Simple angles will become boring.
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Quote from Vaya
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Setting my current map in Britain a "no go zone" in Birmingham
FTFY
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Quote from FMPONE
Your image link is broken mate
Ow, is it better ? Thanks

I like your layout, but to be completely honest, it's a bit over-simple. It doesn't do anything wrong necessarily, but it's a bit boring because of the rotation spots at the top of the map for CTs, which are simple corridors really obviously lacking in any sort of interesting geometry, gimmicks or variety. I don't see any doors or ladders that would also add some interest to the very simple layout, although without more careful routes not even those would help much. I think the level would lose appeal after a couple of playthroughs without some more interest for players. Look at maps like Inferno for some ideas of how to add interesting elements to a simple layout, right now this one looks like it's doing the bare minimum.
I agree with you, this is a very alpha layout with just the big axes, now what you said is on my to do list
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Hi guys, this is my first post here

I want to get some feedback on my layout.
TT spawn is on the left side and CT is on the right side.
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