Be Right Back, Uninstalling

Full Version: CTF_Mercy
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3
Mercy is a simple CTF map meant to tackle the flaws of traditional CTF in TF2.

Features
-Very fast paced, reduced spawn timer
-12 second flag return timer
-Respawn with significantly separate exits, none in the path of the intelligence
-Several viable attack routes
-Bases that aren't deep and intricate that result in stalemates
-About the same size as Mach

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).
CTF_Mercy has been updated to beta 1.

B1 CHANGES/FIXES:
-Small detail updates
-There's now an attacker-friendly 1-way window looking onto the defender's sentry farm position
-Small wall-blocker added near defender flagroom entrance to stop new flagroom window from being spawncamp friendly
-Flag return time tweaked up slightly to 16 seconds
-Computer box in flagroom unclipped at the top

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).
im not really seeing the changes from the screenshots, we have to play this again. last ver was really fun, hopefully this ones even better
I didn't take any new screens except the 3rd one, and that doesn't show the main change very well.  It's up at the top of the flagroom there.  Perhaps I'll go in and get a new one of it.
(01-28-2010, 04:01 PM)diggs link Wrote: [ -> ]im not really seeing the changes from the screenshots, we have to play this again. last ver was really fun, hopefully this ones even better

Check the TFT thread for a screenshot, basically where the computers were, theres now a window to let demos spam the sentry guns from a concealed position
Here it is: http://www.vilepickle.com/map/screens/tf...ercy_4.jpg

That's from behind the FR
I'm working on making the flagroom window a bit more accessible to attackers.  There will be a ramp up to it on the right side in b2.

http://vilepickle.com/pics/mercy-window1.jpg
http://vilepickle.com/pics/mercy-window2.jpg
theres a little platform thing in the intel room that an engi can get to with some careful jumping, making it incredibly hard to kill/grab intel without an uber, fix that please


edit: pic
[Image: ctfmercy.jpg]
Are you sure you've seen someone build on that?  It has a nobuild over it.  I actually just tried every way I could think of to put a sentry up there and nothing worked.
We've had a demo sit up there a few times but Ive yet to see a sentry
I have a feeling that if anyone can figure out how to put a sentry on it it would be diggs  Tongue
(02-08-2010, 07:07 PM)Surf314 link Wrote: [ -> ]I have a feeling that if anyone can figure out how to put a sentry on it it would be diggs  Tongue

ribo got one up there, wish i could have thought of it Sad
This map is turtle-tastic.

The little window isn't enough for a demo to take down like 3 sentries surrounding the intel.
Played this for the first time last night.  I really like the map on almost every level.  Looks good, is designed very well (seeing some new ideas was nice), but there is a slight turtling problem.  I haven't played it WITHOUT the window, and can't imagine what the map would be like without it.  The window is awesome just in terms of adding a new "front" to the battle.  It becomes a serious distraction for the defenders.  That I like.

However, in the game last night, we were up 2-0, so the defending team just threw 3 sentries into the flag room, and it was pretty much impossible at that point to get the flag out of the room.  Pop an uber, and we were lucky to get 2 of 3 sentries down, and then the 3rd one would just finish us off.  I think we would have been able to grab the intel if not for the short respawn time of the intel itself.  With just the 1 sentry, we were able to move it off the platform and close to the exit door, but then it would just respawn back onto the platform before we could touch it again.

It sort of made me wonder what the benefit of a shorter flag spawn time was.  What's the intent of it?  With the intel always respawning back to the intel room, it makes it really easy to just sit on and defend.  Perhaps if it was at a regular respawn setting, it would let people inch the intel out of the sentry-gauntlet and break the turtling a bit.
The next version includes a damaged flag podium that cannot be built on (sign included).  The sentrys on the flag itself cover both main entrances which is too powerful, especially with multiple.  The backdoor window is also more accessible which should further help in destroying a turtle.
Also, flag return time upped to 20 seconds.  Respawn times upped ever so slightly as well.
(02-09-2010, 01:37 PM)vilepickle link Wrote: [ -> ]Also, flag return time upped to 20 seconds.  Respawn times upped ever so slightly as well.

So...beta2?


Also I do have an idea to cut down on SG spam on that ram, even with the demo > 2 SGs really is overkill, what bout making some small 'nobuild' areas to force SGs into certain positions?
Yeah, the entire podium will be nobuild in b2.
[Map Update] ctf_mercy_b2

CTF_Mercy has been updated to beta 2.

B2 CHANGES/FIXES:
-Flag return timer increased to 20 seconds
-Spawn timers slightly increased, still shorter than stock
-Flag podium can no longer be built on directly, it has taken damage and is unsafe for building.  Sign added to indicate this.
-Flagroom flank window made more accessible with an additional branch for attackers on the bottom base route.
-More optimization

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).
I should get the update on sometime tonight
Pages: 1 2 3