I'm a Level Designer specialist in Whiteboxing FPS's, as well as Detailing and I've have done Final Lighting on some team games. I’ve worked with several 3D engines. (Half-life 2 - episode 2; Radiant – Doom3; UDK, Unreal 3 [both Gears of War - Single player and Unreal Tournament - Multiplayer].

  • View media
  • View media
Report RSS CTF-FrozenTruth_Overview (view original)
CTF-FrozenTruth_Overview
embed
share
view previous
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Calibur25 Author
Calibur25 - - 26 comments

In case you were wondering, the red dots represent flag locations.

-Calibur25

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

This is a CTF map that I've been working on for almost a year (recommended 12-16 players). It first started with the concept of the middle room only, a single room full of frantic CTF action. Over the course of test playing and tweaking the Gameplay space it has grown to large map. I still wanted to preserve the original design and keep the action tight so I added teleports to and from the flag rooms, forcing the player to run the distant to back score.

This creates an interesting pace because the flag is quickly and relatively easy to obtain but with a long march back home to score. Keeping the players to always keep an eye out for their flag. I wanted this map to appeal to the casual gamer with bots and the professional clans as well. With the large map size team work and communication can help professional clans calling plays instead of having a single strategy for a map. This is the key re-playability of this map. The appeal to the casual player is the ability to potentially sneak their way through this map using the least traveled path requiring less FPS skill. To move through this map and meet only one or two bots on you way back to score is very satisfying.

I'm very proud of this map because of the sear enjoyment I get every time I play it.

I don't have any plans to release it to the public yet. Aesthetically its not too appealing and some curved walls are not square (if that makes sense).

Current problems include...
• Crashes if I try and play the uncooked map in the game.
• Editor crashes if I try and cook the map.
• Bots stop occasionally and switch gun rapidly deciding what path to take. (I don't know if this is even fixable)

I created a short story to help me design the play-space as well as keep the option open to create a single player experience. The story may be reviled later when I get to putting it on paper.

-Calibur25