JakeParlay Posted October 7, 2007 Report Share Posted October 7, 2007 Not sure if it's okay to drop an initial beta in mapcore's 'finished' section, but here goes anyhow Available now for pub rotations! 32-player compatible, Stronghold is a symmetrical cap-the-flag map along the lines of 2fort. Battlement to battlement distance is about 10 feet shorter than 2fort, and I feel like I've 'opened up the throttle' a bit near the flag areas to negate some of that endless engineer/sentry tedium that develops sometimes. Download here (14.4 mb): http://www.jparlay.com/ctf_stronghold_b1.rar Feedback is always much appreciated. Enjoy! Quote Link to comment Share on other sites More sharing options...
Vinny Testaverde Posted October 7, 2007 Report Share Posted October 7, 2007 Tree area looks amazing, more of that Maybe vary the lighting on the inside to give it better contrast? you know mix up the warm and cool lights, nice dark spots to contrast the light areas etc. Quote Link to comment Share on other sites More sharing options...
e-freak Posted October 7, 2007 Report Share Posted October 7, 2007 The blue base is too bright imho but apart from it it is an 100% fetch of the TF2 look - gj Quote Link to comment Share on other sites More sharing options...
FrieChamp Posted October 7, 2007 Report Share Posted October 7, 2007 Looks very decent! Nice Quote Link to comment Share on other sites More sharing options...
Pingu_swe Posted October 7, 2007 Report Share Posted October 7, 2007 I really like the outside, very nice. But I am not impressed by the indoor. Quote Link to comment Share on other sites More sharing options...
-HP- Posted October 7, 2007 Report Share Posted October 7, 2007 Very "clean" aspect, loved it! Quote Link to comment Share on other sites More sharing options...
dux Posted October 7, 2007 Report Share Posted October 7, 2007 Yeah indoors could seriously use some more work it looks very deprived compared to the attention the outdoors received. Quote Link to comment Share on other sites More sharing options...
KIIIA Posted October 7, 2007 Report Share Posted October 7, 2007 I`ve always been a fan of stylistic leveldesign like the one of TFC or many Q3 community maps, and i also like this aspect in your map. But this cannot conceal that some areas look a bit too basic and some constructions look too simple. Toony style doesn`t mean avoiding detail at any cost, but accentuating certain elements. The tree area shot looks best because there you found a good combination of detail and colorfull bonbon style. Quote Link to comment Share on other sites More sharing options...
csharp Posted October 7, 2007 Report Share Posted October 7, 2007 Shiiit, that looks awsome Quote Link to comment Share on other sites More sharing options...
teeluu Posted October 8, 2007 Report Share Posted October 8, 2007 That light in the middle of the floor at 4th screenshot disturbs me, why would anyone place a light there Besides that, looks pretty nice Quote Link to comment Share on other sites More sharing options...
JamesL Posted October 8, 2007 Report Share Posted October 8, 2007 Nice work Jake. Quote Link to comment Share on other sites More sharing options...
static07 Posted October 8, 2007 Report Share Posted October 8, 2007 Good work! hope to see it on many servers soon. TF2 will sport some sweet custom maps if you'd ask me. Quote Link to comment Share on other sites More sharing options...
D3ads Posted October 8, 2007 Report Share Posted October 8, 2007 Looking good Quote Link to comment Share on other sites More sharing options...
JakeParlay Posted October 8, 2007 Author Report Share Posted October 8, 2007 thanks dudes. yeah the interiors are pretty blah. just wanted to get something serviceable up and running to get those gameplay crits from the TF2 nuts back before going further on it. I've got some work to do yet on this one Quote Link to comment Share on other sites More sharing options...
Mojo Posted October 8, 2007 Report Share Posted October 8, 2007 I only ran through it but haven't played it (but it seems you would need a large server for it to be fun). Some of my thoughts: There are almost too many paths to take / guard against. The flag room is too open (it appears) to have a SG defend it and there seem to be too many trees to properly see the entrances. The fake exits (stairs leading to closed doors / nowhere ) can really throw off inexperienced players and generally confuse them. (If you look at most of the valve ones, all the exits can be seen when you leave a room. Great looking map, just needs some flow work I think. Quote Link to comment Share on other sites More sharing options...
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