Attrition by Koko on June 10, 2002

Capture the Flag Lush Clear Client Side Custom Textures Custom Shapes

- vehicle map designed for the base++ ladder
- fast skiing
- moderately large, vehicle use is worthwhile, but not a neccessity
- high visibility with high fps
- balanced, even sides, competitive.
- custom buildings, not vulnerable to mortar spam
- designed to emphasize skill, not luck

Terrain and Layout -
- Bases are 1300 meters apart, flags are 1000 meters apart. A heavy with epack can ski base to base in about 45 seconds (base++) over multiple routes. The terrain is mirrored in such a way that if you learn a route for the Storm side, it will be identical on the Inferno side. This map is stripped of all extras to keep fps up while keeping a decent visibility distance (fog starts at 400 meters). There is one large pulse sensor and one base turret. Base turret does not have line of sight on any enemy assets. A single, 50 meter radius spawn sphere on each side makes opening strats easy to plan for. A 375 meters flight ceiling gives pilots room to move.

FPS Issues -
- all custom interiors built using null textured brushes. Only visible surfaces are textured.
- extensive use of detail brushes to further reduce poly count
- main base has 2 LOD's to maximize fps around the flagstands
- no trees, sounds, random organics, etc. used in this map.

Observer Drops -
- Only 3 observer drops. One drop over each flagstand and one over the center of the map. Flagstands are distinguishable from one another by use of custom textures that designate the team, making observing and casting faster and more intuitive.

Main Base -
- Spacious and easy to enter/exit. Designed to prevent long range mortar spam from taking out the gens and the vehicle pad (vpad housed inside the building). The gens are fairly easy to get to, moderately campable, should play similar to the Damnation gens.

Tower -
- Always powered, it houses a single inventory station and a repair pack on the roof. This is a backup for when the main base is raped. Features one doorway in the base part and four forcefields on the main level. Forcefields will not hinder movement to your team or the enemy, you can fly right through them with no resistance, but they do prevent spamming.

Flagstand -
- Designed for fast grabs. The traditional exterior and interior flagstand can snag a capper. This flagstand is big, flat and wide open. MPB's cannot be deployed right by the flag.


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by Uranium-235 on June 11, 2002 · Rating:

If this is your first time with worldcraft/hammer then I'm impressed. the prefabs semi-complex/detailed. And the map is pretty simple itself. But sometimes that's good.

by Koko on June 11, 2002 · Rating:

The buildings and map in general started out alot more complex than they are now. But I kept stripping out stuff trying to increase fps. I was trying for a bright, high visibility map. I've had enough fog to last till Tribes 6. I'm playing T2 on a p3 600 with a GF2 Ultra, so fps is a major issue with me.