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[WIP Thread] UT CTF-Castle


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Posted

It's definitely an improvement, but do you have a rough idea on how it should play? Most people work out a sketch or something in order to figure things out. Time wise, it's better to discover issues on paper than after you've spent hours blocking it. Take inspiration from existing layouts, study those to learn what works and what doesn't. I'll tell you that most ctf layouts have 2-3 pathways to the flag. Picking the right spot/angle to create an intersection between them is what makes or breaks a map. I haven't played much of Unreal Tournament, but I have stacked up hundreds of hours on 2fort in Team Fortress 2. That map never got boring for me. It was simple and effective. It offered good balance for all classes. If I were making a ctf map I would definitely take inspiration from it.

Posted
12 hours ago, Radu said:

It's definitely an improvement, but do you have a rough idea on how it should play? Most people work out a sketch or something in order to figure things out. Time wise, it's better to discover issues on paper than after you've spent hours blocking it. Take inspiration from existing layouts, study those to learn what works and what doesn't. 

I agree with Radu here... Personally I try to figure out as much stuff as possible before even touching the editor - solving problems on paper is so much easier!

You can draw your layout with Illustrator, Visio, Sketchup, etc. but I tend to prefer good old pen & paper because it's so much faster, and easy to scrap a start anew if need be!

Posted

Great feedback you guys! My greatest weakness is pre-planning/paper designs. I have a layout mostly in my head for the shape of the map and the broad strokes I want to nail, but not a detailed layout. Seems like I might save myself a lot of trouble by following your advice! 

Do you have any advice on scale? I find myself always making my areas too big. 

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