1 (edited by munyul 2008-06-14 16:21:15)

Topic: [MAP, CTF] mvtwctf02

Beta.1

  This is a medium sized CTF map (4v4 or more). With this release I'm hoping to get some feedback on the layout, item placements, and item load within the map.

  The map is symmetrical so there is no advantage (or disadvantage) for either team. As for doodads and extra details, that will be done at a later date.


Download: http://www.munyul.com/t/mvtwctf02rc1.zip
Gametype: CTF
Screenshot:

http://www.munyul.com/t/mvtwctf02rc1.jpg

Cheers,

2

Re: [MAP, CTF] mvtwctf02

Candidate Release.1

The deafening sounds of silence... No comments, so I assume no one is interested!?

Anyway... I've improved the look, done the details and this should just about be finished. If no issues are found with this RC.1 I'll release a final within the next couple of days.

Download: http://www.munyul.com/t/mvtwctf02rc1.zip

Here are some more screenshots;

http://www.munyul.com/t/mvtwctf02rc1a.jpg

http://www.munyul.com/t/mvtwctf02rc1b.jpg

Cheers,

3

Re: [MAP, CTF] mvtwctf02

Looks nice! smile

Official Teeworlds map developer and community moderator
Administrator for the Teeworlds community Teesites

4

Re: [MAP, CTF] mvtwctf02

Final Release #1

Name: Fortis Caves
Download: http://www.munyul.com/d/mvtwctf02.zip
Gametype: CTF
Screenshots: See above.

Final Release #2

I also have a second map to release now:


Name: Sand Tunnels
Download: http://www.munyul.com/d/mvtwctf03.zip
Gametype: CTF
Screenshots:

http://www.munyul.com/s/mvtwctf03a.jpg

http://www.munyul.com/s/mvtwctf03b.jpg

http://www.munyul.com/t/mvtwctf03c.jpg

I hope you all like the maps...

5

Re: [MAP, CTF] mvtwctf02

Sand Tunnels looks really nice, but how is balancing? Feels like blue has advantage.

Official Teeworlds map developer and community moderator
Administrator for the Teeworlds community Teesites

6

Re: [MAP, CTF] mvtwctf02

Hmm don´t think so...
But it isn´t ballanced at all u are right

7 (edited by munyul 2008-06-23 21:38:32)

Re: [MAP, CTF] mvtwctf02

Chi11y wrote:

Sand Tunnels looks really nice, but how is balancing? Feels like blue has advantage.

It isn't balanced... I wanted to create something unbalanced, that should still be fun to play. Because the tunnels are very narrow, it should be hard for both teams.

It is easier for the blue team to reach the red flag, but it is easier for the red team to run away with the blue flag - so which is truly best?