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A medium sized CTF map that tries to avoid chokepoints but doesn't make defense impossible.
WaterWorks is designed for the smaller 24 man servers. It is a simple, symmetrical capture the flag map which has several paths to the intel. The focus here is to avoid choke points and balance attacking/defensive needs for both teams.
The objective is to grab the enemy team's printout and return it to your base while defending your own. The return time of the printout has been lowered to 30 seconds due to the size of the map.
This is my first (actual) map and I have done everything I can to make it run smoothly. I heard a case of frame rate drop while entering the sewer but I have been unable to recreate the performance drop myself. All in all my final results were good, in my very own special opinion. I hope you enjoy the map.
Thanks, looking forward to the fix. HOWEVER - be careful. Unless you've recovered your original .vmf, in which case disregard the rest of this.
You're using a decompiled version of your map - it's the only way to get a .vmf from a .bsp file. Decompilers are not perfect - they screw up. As such, look out for changes in geometry, like triangles becoming squares. You may want to replace the entities in your map with new entities, though it isn't necessarily needed. Be sure to test the map extensively, that all surfaces and properties of objects are exactly what they should be.
I didn't find the center area needed to be expanded, it was quite fine. Any larger and it would be near impossible for a spy to get to the other side and survive on uncloaking. Don't put the effort into that if it's too much - small maps are small maps, and gameplay quality may be lost if they are elongated.
UPDATE: I've got my hands on the map (thanks jjjrmy) and I've started work. I'm retexturing from nodraw scratch to increase proformance, and I have other tweeks in mind. I believe I am also explanding the middle fighting area but I'm not promising that. I'll update this post as I get further into it
I would fix it, but I reformatted the other day and I neglected to back up my TF2 folders. In other words, the source files for this map are lost to the ages, and I don't know how to rip those files from this distributable file. Someone asked me a while back if they could make an arena map out of this, and they said they had already extracted the required file. I'll message them to ask, and update this if/when I get a response. I'll also fix the minor issues like the red lights, geometry gaps and I'll see if I can't optimize it a bit better for slower computers. As for widening the center area and lengthening it a bit, I doubt I'll be doing that because it is QUITE a bit more work.
Also, my new map project (the CP) won't be happening because I am already starting work on L4D mapping.
Pros: It's a great map, I'm sure you know all the awesome things about it. However,
Cons: Because you didn't seal off the edges of the cliffs with a playerclip or some other such thing, it is possible for soldiers and demos to easily get on top of the map. I also saw engineers up there yesterday. Now, this wouldn't be a problem, but from there you are able to drop down in behind the map, and build sentries in behind the displacements of the water area, or snipe/rocket from in behind them. This is not even mentioning the griefer possibilities. Because of this exploit, this map can't stay on my favourite server (which is actually the only server I play). It's not acceptable to leave a final version of a map with such a large exploit.
Improvements: Please, Please, Please. I know you said you wouldn't release an update, but please fix this one minor problem. All you have to do is add some playerclips in the upper area. It doesn't matter than players can get up there, but the exploit of getting under the map is too much. A blanket func_nobuild covering the whole top of the map would be great, too
Notes: Please, please, please fix this.
I learned a few things from this map. First of all, NEVER USE RED LIGHTS IN TF2. It washes out the blue uniforms so its next to impossible to tell who the enemy is. FUNNY, but horrible for a real map.
Also I've since gotten more into optimization and using interesting GEOMETRY to break up my map (as opposed to 1000 static props).
Great lessons, and thank you to those who helped me on that. I'm currently starting concepts for my next map. I'm thinking multi-stage CP.