Days of War, Nights of Love

Map submitted by sk89q on 2007-12-10 01:15:58.

Map Summary

Designers: Dirtytaco, thanks to Patriot
Dimensions: large (8-16)
Environment: Icy/snow
Game modes: regular CTF
Used textures: standard textures
Max teams: 2

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Ratings

Overall, this map rates as:

Overall:
(3.78)
(weighted):
(3.40)

This map was rated by 3 individual(s); the results of each criteria are:

Aesthetics:
(3.67)
Gameplay:
(3.67)
Originality:
(4.00)

2 individual(s) rated this map's match potential:

Match potential:
(4.00)
Preface
This is the 28th installment of my mapping career entitled "Days of War, Nights of
Love," (mapname crimethink.bsp). This name actually has nothing to do with the map,
it's a book I've read – an anarchist manifesto. The title, obviously, "Days of War,
Nights of Love," while crimethink refers to the authors themselves who actually go by
CrimthInc, but I figured no one would remember that. Great book, I encourage anyone
who is interested to read it and that is mainly why I made that the title so I might
spark one person's interest. The title also includes "thanks to Patriot," because he
drew out some of the base area before I started making the map. The map itself is
quite large as you would expect, it extended from the very top part of the grid to
the very bottom. There are three ways in the base to the flag and two ways from the
base to the middle. The map supports 8 versus 8. It has an outdoor arctic setting
during the daytime with water that, interestingly, hasn't frozen.

Bases
The bases are the largest part of the map. Surrounding the flag is quite a bit of
water that varies in depth. Don't fret; there is a strategic purpose for this. The
main way into the base is considerably shorter than the second way into the base.
Immediately one would take that way as a means to get to the flag the quickest, but
the shorter way not only provides a lot less cover from defenders, it is also much
easier to get stuck in deep water, in turn, slowing one down. It is possible to
bypass all the water though, if one is a proficient double jumper. The second way is
a little bit longer and also somewhat off course from the flow of the map making it
undesirable, but it provides much more cover from defenders as well as a jump
allowing you to get on a portion of the walls near the flag area. This is incredibly
advantageous to the attacker.
So essentially you can go the shorter way and risk being shot or slowed down easier
or you can go the longer way and have a better chance at fragging any campers. The
third way is a sort of backdoor. You can double jump into it from the beginning of
the second route much like the castle1 backdoor. You can also access it near the end
of second route when you near the flag, but if there are any defenders they will most
likely see you go in there. I have surrounded areas on the walls where I allow people
to get on them with clip brushes limiting the space one can run around on the walls.
Also I have placed some rush spawn points, two to be exact, near the middle where you
can only grab co2 a gun and a barrel much like the rush spawns in SandTrap.bsp. The
last significant thing in the base is the tower.

Towers
This tower is arguably the most detailed tower I've made. It is quite large with many
sloping and angled brushes. There is a great spot with two windows that is actually
on top of the walls where you can see people coming in from the middle. It is
outlined in a blue or red brush to aid people in knowing which base they are in.
There is a secret involved with this tower, and if you figure it out you'll find a
little present where it ends up.

The Middle
By the time I had finished one base the map was so large I knew I was going to have
to make a small generic middle. So if any of you see the middle and think I was
slacking off or something, it's because my numportal count and patch count were so
high that I had to conserve as much space as possible. There is a high route and a
low route in the middle as well as a separate sort of ‘cave route' to the base. I
added this second route, ‘cave route,' in an attempt to discourage any sort of
bottleneck camping. Beware of the small pond underneath the bridge, you can get stuck
in it, this is why the bridge is there. You can get very, very, high off the sloped
surface to the low route. If you start from your base and jump all the way across the
low section in the middle you can launch really far.

- DirtyTaco

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Map Files

File Type Filesize Updated
crimethink.bsp
(md5: 3d0f176a2dd69a3309af2c290c81fdbf)
BSP map 3167 KB 2007-12-10
crimethink.txt
(md5: ccf7b5e6b68d1c776af7b204e2b1205c)
README 4 KB 2007-12-10
mapinfo/crimethink.txt
(md5: aec309bacff0eed3025e949c2cac85a9)
Map info 1 KB 2007-12-10

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