Digital Paint Discussion Board
Development => Mapping => Beta / In-Progress Maps => Topic started by: -MrVarron- on May 19, 2013, 04:35:08 AM
-
i have worked at beta 8 so i uploaded it here, its such better look and a better gameplay cause of more hides.
News Beta 11:
- new hides
- new ramps
- texture fixes
- bug fixes
News Beta 8:
- new hides
- fixed bugs and grafical fails
...
News Beta 7:
-Lamps looks a bit better now
-now you can enter the underpass with a hole in the middle
-the middle section of the map now have some hides and looks much better
-the underpass entrance at the spawn now looks more inviting
News Beta 6:
- Fails are fixed
- grafic fixed
News Beta 5:
- Other Textures on much bruches
- Better Logic
- The Housedesigns are better now
- design of the bridges between the houses are muuuuch better now
- new ways
- new hiding places
- more varied map
- the map is no more so empty like beta 4
- fixed bugs
extract the zip files and use the bsp
i hope you enjoy this update and that you give me feedback. ;D
greetings -MrVarron-
-
use lower case letters when naming maps. don't forget to add the beta extension i.e. thecamp_b1.bsp
-
thx for the first reply :D okay i will upload a new file when someone see fails in the map an post it in this theme, and i openned the beta 2 than i do this
-
This is actually pretty decent for a first map. Most of the brushes and textures are aligned, though the map overall looks very boxy. I would suggest spending some time making it look a little more realistic and less plain. The stone walls, in particular, are pretty bland. You might consider using a different texture, and you should consider using clipping planes to carve out some interesting rock formations.
The lighting looks nice in the middle area on the guard tower things. The underground tunnel, however, is way too bright. You should lower the light value on those lights, or do something different for lighting. The lighting inside the base seems a bit bright, too.
I like the secret area under the crates. One of the crate textures is misaligned.
As mentioned before, you should use lowercase letters in the filename and have a beta extension, ex: thecamp_b2.bsp
You should also post screenshots. They don't have to be a top-down view of the map. You could give people a general idea of the map in 3 or 4 screenshots.
-
ok thx :)
although my english is not good, i've understand you mostly,
ok what i have understand and do next time:
- i must turn down the light in the bases
-i must turn down the light in the tunnels
-i must to show the map realistier
-i must to name the file to ex: thecamp_b2.bsp
-i must make some pics of the map
right? ???
-
ok thx :)
although my english is not good, i've understand you mostly,
ok what i have understand and do next time:
- i must turn down the light in the bases
-i must turn down the light in the tunnels
-i must to show the map realistier
-i must to name the file to ex: thecamp_b2.bsp
-i must make some pics of the map
right? ???
yes.
-
and i must make a new thread for the beta 2? true?
-
No, just update (edit) your first post and post that you got a new beta.
-
but i can't upload the new beta on this thread :(
-
You should be able to.. just modify your first post and attach the next beta.
-
This is actually an extremely good map except for the elimination spawns.
-
please write now again answers please, the beta 2 is out!
-
please write now again answers please, the beta 2 is out!
It's never a good idea to have places where players can get stuck. People are liable to just quit out.
-
-commend removed-
-
Sorry for the late reply. I finally got around to taking a look at this. Things still feel big and blocky for the most part. The stick figure statue looks weird... I think it would be better not to try to make things like that out of brushes. I like the fact that there's a jail. The low path is too dark now. Almost impossible to see where you're going.
As far as gameplay goes, there's not an easy way to switch between paths. If you're near the middle, and you want to change to high or low path, you have to go all the way back to your base. The high path seems rather slow and cumbersome. New players will find the ramp difficult, and the ladder is pretty well hidden, so it's difficult to figure out how to get up there. Having the high flag makes it so you almost have to take the high path. I don't really see any added value in having it there, to be honest.
Somebody happened to join in when I put it up on the beta server, so I got a little bit of gameplay recorded, if you want to see how it plays. I'll PM you the details on how to load it on the beta server.
-
okay thanks, ehhm, the overpath there is not the ramp the only way! i hidden a rank behind a house, so when you look a littlebit in the map you see it, it's for the pathfidners on paintball and now: that what I've understand:
- The underpath is too dark
- the figures über den Brunnen are to ugly?
- the map is too unrealistic?
have i understand it right?
-
okay thanks, ehhm, the overpath there is not the ramp the only way! i hidden a rank behind a house, so when you look a littlebit in the map you see it, it's for the pathfidners on paintball and now: that what I've understand:
- The underpath is too dark
- the figures über den Brunnen are to ugly?
- the map is too unrealistic?
have i understand it right?
Yes.
Also, the high path is too difficult to get to (too hidden), and you should have at least one way to get up there from the middle of the map.
-
The design is fine for your first map, maybe you could work on the "hidden" ladder to high, because IMO it looks pretty ugly to the rest of the map.
Also, what makes it kinda unplayable in real matches is the high path. The way high is right now makes it pretty darn good. There is like no reason to go low because you wont be able to get to high unless you go back to base. There are many ways to actually fix it, for example: add a ladder to the house next to the tower so you can just climb to high whenever you need to OR make the roof on tower smaller so you can do ladder jump to roof of tower and then jump to high.
Another thing i thought of is how the map works if its 1v2. Obviously the player who is alone is gonna stay in fd lining the high window. That way he will protect both flags 1 and 2. You could move flag and cap to the house which is farest from high laith, or you could change FD to the side of house (again the opposite to high).
Last thing right now is the small lining window, it would look better if the wall in which it is, is thicker (also it would improve its usage because it would be easier to shoot through)
Hope you understood what i meant, if you need i can make screenshots/demo to explain it better.
PS:About high/low, basically what jitspoe said eh.
-
Hello guys, i present now the Beta 4 of my Map "The Camp"
a longer time ago i presented the beta 3, and the community has given me some tips how to make the map better, and today is the day i did it...
improvements/changes :
- better light
- brandnew texture division
- most of the map now is more realistier
- the meddling fountains are deleted, and replaced by plants
- 1 more way per team to get to the high way
- and as i said the house in the middle now looking more as an house
- texture fixes
k guys, i hope you didnt find too much negatives on my map, please test the map, and give me a feedback about my work
(sry for my bad english)
mfg
-
Merged topics. Please use only one topic for the same map.
-
oh ok sry
-
You should rename your model to this:
"model" "models/plants/bigleaf2.md2"
-
And have a look at the spawns, i got an error message:
ERROR: couldn't find spawn for: [OTB]T3RR0R15T, team: White,
jailed: yes, mode: team
-
And have a look at the spawns, i got an error message: ERROR: couldn't find spawn for: [OTB]T3RR0R15T, team: White,
jailed: yes, mode: team
I think that's from using info_player_starts instead of info_player_deathmatch ents.
-
@baseballdude: thx i fixed it, in the next beta you can see the plants correctly
@terrorist: k i have this problem too but on my screen i become the message "Warning: msg overflowed for MrVarron"
i dont know how i fix the overflow! more spawnpoints maybe? at the time i have 3 per team...
and your warning, then i come to..
..
the comment from ace...
@ace: ALL spawnpoints are named info_player_deathmatch, an not info_player_start
or must i try to name the spawns info_player_start?
mean that? when not did you or TERROR15T any ideas to fix?
-
ok msg overflowed: fixed
plants: fixed
spawn error: i have meddling NO IDEA how i can fix it can you help me please
-
spawn error: i have meddling NO IDEA how i can fix it can you help me please
Looking at your spawn entities, I see things like "jail" "12". If you want to make something a jail entity, put "jail" "1". Otherwise, don't use "jail".
Also, make sure that you have some spawn entities for team2.
I just looked at your .bsp file in notepad, and you have a ton of grenade entities in your map. These are what's causing the msg overflow, and you should remove all of them except for a few. In Paintball, grenades automatically spawn at random locations when the map loads, so you don't need any of these entities. However, if you want additional grenade entities at those precise locations, make sure you're using "angle" "-1" and "count" "1".
-
Looking at your spawn entities, I see things like "jail" "12". If you want to make something a jail entity, put "jail" "1". Otherwise, don't use "jail".
Also, make sure that you have some spawn entities for team2.
I just looked at your .bsp file in notepad, and you have a ton of grenade entities in your map. These are what's causing the msg overflow, and you should remove all of them except for a few. In Paintball, grenades automatically spawn at random locations when the map loads, so you don't need any of these entities. However, if you want additional grenade entities at those precise locations, make sure you're using "angle" "-1" and "count" "1".
Easiest way to fix would probably be in quark. Open up the bsp file and change the ents there instead of recompiling everything.
-
Quark > bsp.
If quark didn't cause random lighting issues I'd highly recommend using it over bsp.
-
Quark > bsp.
If quark didn't cause random lighting issues I'd highly recommend using it over bsp.
What's the advantages of using quark over bsp? I've never really looked into it..
-
ive made a lot of changes in this update, but i cant upload the bsp file cause of this Error Message:
"Your attachment couldn't be saved. This might happen because it took too long to upload or the file is bigger than the server will allow.
Please consult your server administrator for more information."
the bsp file size is 3,07 MB
can you help me please?
ive spend a lot of time in this update...
-
"This might happen because it took too long to upload"
Try to upload it again, or try another hoster.
-
thanks rockitude the download works now!
ok please read the news and have a look at the map. Dont forget to give me feedback ;)
-
You should post some screenshots
-
Ok, im gonna do this when i am at home ;)
-
here are some screenshots from the map
-
grafic failures fixed
jail looks much better now
-
I've put it up on the beta server so you can play test it. I feel like the middle needs work. There need to be more options in that hallway with the water. It kind of plays out the same way every time.
Some of the doors are a bit awkward to get through. The lighting in the lower areas is still pretty dark near the bases, and the entrance is kind of hidden. Maybe you could make it more interesting by having ways to drop/exit the low tunnel from the middle? Right now the low path is almost a free cap trade if the other team doesn't go low as well.
-
Thanks for answering :) i gonna think about it, at this weekend i try to upload a new beta with a new idea
-
i made it ;D
lamps looks better
middle section is varied and looks better now
you can enter the underpass with a hole in the middle section
underpass entrances at the spawns looks more inviting
underpass entrances are now fast to enter
screenshots of the middle section and the entrances are on the first post
-
Cool! I've uploaded it to the beta server so people can test it. Difficult to judge the gameplay without other players, so I'll give some feedback on some minor things I saw.
- Little posts and details should have clip brushes so players don't get stuck (example: new bunker in base next to the drop down to the low path).
- Lots of wood textures could stand to be rotated (ex: angled beams should have the wood grain rotated so it goes along the beam).
- Some of the ladders look obscenely huge.
- Why isn't the ivy climbable all the way to the top in the low to mid area?
- Pretty minor, but keep in mind you can flip textures so the lighting fits better. For example, the down arrow in one base could be flipped so the shadows are cast away from the light in the room. Just subtle things that help things look better.
- Some of the shingle textures are upside-down or not oriented correctly. Most obvious is the mid-high area on one side. You can flip (scale -1) or rotate the texture 180 degrees to fix that.
- I'd elevate the high flag or do something to make it more obvious that there's a flag up there.
-
ok thanks jitspoe :)
i'll do my best. i have more time now to work at the map, so i'm gonna working more at the map that i can finish it finally... :)
when i look at the date when i uploaded this map for the first time... 2 years is very long for a map i think :D
-
hey guys, ive worked very long for beta 8 "the camp", and now im finish BUT: when im on full rendering the console shows me errors with vismap. here the console text:
C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp thecamp_b8
C:\BSP\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 thecamp_b8
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\BSP\pball2\quake2\pball\
entering C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
writing C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.prt
Writing C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
5 seconds elapsed
C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\vis -level 4 thecamp_b8
C:\BSP\pball2\quake2\pball\mapfiles>..\..\util\qvis3 -level 4 thecamp_b8
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
Test level not used in qvis3
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.prt
3522 portalclusters
10926 numportals
0...1...2...3...4...5...6...7...8...9... (14)
0...1...2...3...4...5...6...7...8...9... (4771)
Average clusters visible: 289
Building PHS...
************ ERROR ************
Vismap expansion overflow
C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\rad -extra thecamp_b8
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software
----- Settings -----
-gamedir set to C:\BSP\pball2\quake2\pball\ (game pak dir)
-extra enabled (extra quality light sampling)
----- Load BSP File -----
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
no vis information, direct lighting only
----- Light World -----
************ ERROR ************
MAX_PATCHES
1 Datei(en) kopiert.
The game starts now with your map.
Drücken Sie eine beliebige Taste . . .
Please give us a feedback and upload your map at http://www.DigitalPaint.org or
http://www.OTB-Clan.de
Thanks !
Drücken Sie eine beliebige Taste . . .
-
Have you tried giving all brush faces that cannot be seen in the actual map a really low texture resolution? Something like 100 x 100. That should spare some resources.
-
The map has too many numportals. Set the detail flag on stuff that doesn't block VIS (barrels, boxes, ladders, stairs, handrails, etc.). That should solve your problems with the export.
It seems that you use our bsp version. You can find this icon (http://www.otb-server.de/bilder/tutorial/bsp_brush_detail_hinzufuegen.bmp)on the toolbar. Just select the stuff you want to detail and click that button.
-
ok guys id follow your suggestions and changed the texture size of hided brushes into 100x100, so now they looks like minecraft textures :)
the 2. suggestion was that i give some brushes the detail feature with the +Det Button... at many many brushes...
the result is, that the number of portalclusters and numportals radically going down
BUT
now i have the same error like before :(
thats my console:
C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp thecamp_b8
C:\BSP\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 thecamp_b8
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\BSP\pball2\quake2\pball\
entering C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
writing C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.prt
Writing C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
4 seconds elapsed
C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\vis -fast thecamp_b8
C:\BSP\pball2\quake2\pball\mapfiles>..\..\util\qvis3 -fast thecamp_b8
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
fastvis = true
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.prt
2563 portalclusters
7979 numportals
0...1...2...3...4...5...6...7...8...9... (8)
Average clusters visible: 697
Building PHS...
************ ERROR ************
Vismap expansion overflow
C:\BSP\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 thecamp
_b8
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
ECHO ist ausgeschaltet (OFF).
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software
----- Settings -----
-gamedir set to C:\BSP\pball2\quake2\pball\ (game pak dir)
-chopcurve set to 128.0 (curve surface patch size)
----- Load BSP File -----
reading C:\BSP\pball2\quake2\pball\mapfiles\thecamp_b8.bsp
no vis information, direct lighting only
----- Light World -----
************ ERROR ************
MAX_PATCHES
1 Datei(en) kopiert.
The game starts now with your map.
Drücken Sie eine beliebige Taste . . .
-
7979 numportals are still a lot. Can you send me the .map file? Then I'll have a look at it to find some more brushes for detailing.
-
sure
-
How many numportals is decent for a medium-sized map ?
Also, could you post on this thread a quick tutorial to set the bases/flags points along with a guide on how to set the spawns to be ''numpad 7 = blue'' to spawn in blue base and ''numpad 1 = red'' to spawn in red base ?
-
I got rid of the outside box, fixed the leaks, and it brought it down to 5500. That's without changing much else. There's a ton of overlapping brushes and things like that, leads to a inflated number in the end.
-
I managed to compile it myself, but you should maybe just fix the issues Ace mentioned.
.bsp at mega (https://mega.co.nz/#!coMQiKRT!4f0FskjD1n__I726ijdPIVcSnKPIcRZjDVEBTQfZzSc)
How many numportals is decent for a medium-sized map ?
Also, could you post on this thread a quick tutorial to set the bases/flags points along with a guide on how to set the spawns to be ''numpad 7 = blue'' to spawn in blue base and ''numpad 1 = red'' to spawn in red base ?
Pretty sure there is a topic in the forums. just use the forum search...
-
I know there's a topic about it. I spent 2 days searching. All it says is ;
''maxteams'' ''2''
''team1'' ''red''
''team2'' ''blue''
''count'' ''1'' for 5 pts per cap.
I've fixed the first issue. Now the spawn points are in the correct base. Although, normally when you use the numpad to join a team, 1 is red, 7 is blue. When I press either of those, sometimes it gives me the correct color, but most of the time its random. I need help on that.
Will try to search more to fix the capping spot as I don't understand which teamnumber to set on those. The red cap needs the blue flag so flag would be Entity --> flag, teamnumber 2(blue) and the base would be red ?
Not quite sure to understand that part.
-
if team 1 is red then the red base is used with teamnumber 1 and the red flag is also set to teamnumber 1.
never heard of this numpad thing before and I don't get why even want that...
-
K @ace
Thanks for Watching.
Is there an option to fix overlapping brushes without searching? Like merge brushes? Or what function have merge brushes?
an how can i search leaks efficient? when click "leak search..." and im gonna launch the map, then i become the ***leaked*** message though :(
-
Did some changes to lower numportals below 4000, export works fine now :)
Some changes I did:
- detailing some more stuff
- fixing some overlaps
- fixing leak without a box
For the leak: Try to avoid a big box around the map. Use the leak search to find the leak. Load the leak file and search for a yellow line. You'll find it at the point where the yellow line goes outside of the map.
EDIT: Sorry, can upload the .bsp as .rar only because of the size :(
-
if team 1 is red then the red base is used with teamnumber 1 and the red flag is also set to teamnumber 1.
never heard of this numpad thing before and I don't get why even want that...
When you play the game, instead of doing Esc > Join Team > Colour , you can use your numpad on your keyboard at the right;
1= Red
3= Yellow
7= Blue
9= Purple
You can also, during the game, type in console ''Join a'' for a random team, ''Join r'' for red, ''Join b'' for blue, ''Join y'' for yellow and ''Join p'' for purple. The problem in my maps is I can't manage to select the right team using the numpad keys. After thinking over night, I realised it's possibly caused by the autoforcejoin. Which would solve my problem if it was set to ''0''
Also, @Chef-Killer, whenever I try to leakcheck, I open the layers_b1 file and BSP crashes everytime.
-
When you play the game, instead of doing Esc > Join Team > Colour , you can use your numpad on your keyboard at the right;
1= Red
3= Yellow
7= Blue
9= Purple
You can also, during the game, type in console ''Join a'' for a random team, ''Join r'' for red, ''Join b'' for blue, ''Join y'' for yellow and ''Join p'' for purple. The problem in my maps is I can't manage to select the right team using the numpad keys. After thinking over night, I realised it's possibly caused by the autoforcejoin. Which would solve my problem if it was set to ''0''
This has almost nothing to do with bsp, and everything to do with forcejoin. For example, a map of mine with 2 teams...
"classname" "worldspawn"
"sky" "bm_"
"message" "Cargo - Ace"
"team1" "red"
"team2" "blue"
"gamemode" "4"
"maxteams" "2"
If you want to add a spawn for the red team...
"classname" "info_player_deathmatch"
"origin" "1961 0 600"
"teamnumber" "1"
"GiveGun" "carbine"
"GiveHopper" "200"
"GiveAmmo" "200"
"GiveBarrel" "chrome"
"GiveCO2" "20oz"
"angle" "180"
"LoadedCO2" "20oz"
And just switch the teamnumber for blue team. The numberpad shortcuts in game will work with it setup like this. If you join random teams, its probably because forcejoin is on.
Edit: The more threads and questions I see on topics like this, the more I want to make a BSP tutorial video covering all the basics.
-
veryveryveryveryveryvery thanks, i love you all <3 :D
id follow the suggestions of chef-killer, without downloading. :) i searched the leaks and overlapped brushes, settet more details and then, voila, it works :DDDDDDDD thank you, im gonna render and upload the beta 8 in a few moments :)
-
this beta have many grafical improvements, more hides than beta 7, and yeah, check it out and give me some feedback :)
(very thanks for chef-killer and ace)
the file is a .rar, you must extract it, because the size...
-
news:
new hides and ways
texture fixes
bug fixes
enjoy and pls give me feedback
-
is my map ready for finished maps topic? :D
-
I think yes. Ask a moderator
-
I have attached a demo (well, two, I got interrupted) of some suggestions. For the sake of understanding what I mean about the metal with wood, in one of my beta maps (link) (ftp://ftp.otb-server.de/pub/Maps/beta/fvalley_b10.bsp) I had most of the wood surrounded by metal edges, whether it be platforms or ramps, to hide the grains matching oddly.
I think yes. Ask a moderator
Map committee, not a moderator ;)
-
thank you for the intensive feedback Cameron :)
i'll do this in the next days and upload the map again
-
but the metal frames.. i dont know, thats your style..
i must see :) maybe i find a better option for this, but the most things im gonna make it like you said
-
but the metal frames.. i dont know, thats your style..
i must see :) maybe i find a better option for this, but the most things im gonna make it like you said
If you can find a better option that suits you go for it! I was just showing you an example of what I had done to make it look visually better, there will be plenty of other ways to make it look better as well.
-
There are some more dark places and misaligned textures. You can find them easily if you go around, over and under the map with noclip.
-
how can i get into noclip mode
-
By pressing 'N' or you bind it to another button with "bind X noclip".
-
and what do he mean with "dark places"?
all shadow places i have are intention
-
Things like this:
-
oh k thanks.
im gonna change it
-
Things like this:
Why does it matter ? You don't get there when you play anyways.
-
Somehow I never got around to checking out beta 11, so we played it in the Paintball 2 Social Saturday event. I doubt you're still around, MrVarron, but if you happen to see this within the next 2 weeks, you can check out the stream from when I played here: https://www.twitch.tv/videos/876148635 (starting at about 53 minutes).
Overall sentiment from people playing it: It's a bit large and confusing, like 3 maps in 1. There's so much space, that it's easy to get lost or not see other players. I think the changes needed to make more popular/enjoyable would be a pretty massive overhaul, effectively turning it into a completely different map, so I wouldn't really worry about it.
Visually, it looks good, though! I like how you tweaked the ladder by the flag to make it much more visible. The ivy growing around the low to mid path looks cool, too.
Some minor things that could use tweaking:
- Ramp next to the flag has something that you get stuck on if you move slowly and/or crouch while trying to move up it.
- The dead-end path in the middle (just a room with a window) is really weird and gets people lost. I could see it being useful if you could get there before people exit their base, but it's on the enemy side, so that won't really happen. Perhaps if there was a box you could jump up on and crouch through the window it would be a viable path? Otherwise, I'd consider a way to close it off to avoid confusion.
-
Another little thing I noticed: the slope of the roofs in the base is to steep to walk on, but it looks like you can walk on it, which can result in slipping off and falling back to the ground. Annoying when you're trying to grab the flag.