1. If the download for the map you're looking at isn't here, try checking the archives over at: The Archived Forum

Cpc

Discussion in 'Map Factory' started by Chaopsychochick, Nov 18, 2009.

  1. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

    Messages:
    179
    Thanks Received:
    90
    This is a new map that I have begun working on. I am hoping to have taken the many things I have learned from ctf_bayou, and be able to make a good map.

    Cpc is a temporary name until I can decide on something that is more appropriate the the map.

    The map is a ctf variant, where there are two flags per side. When one of the flags is picked up, the other disappears until it is returned or captured. The objective that I had in mind for this map was to make a ctf map that had less of the choke point issues that many ctf maps have. So, that is why I have multiple flags as well as each flag is not very far within the enemy base.

    The map will eventually be detailed in a mixtures of a hydro/spytech and a snowy/alpine theme.

    If anyone has any thoughts, comments question, please let me know! I have learned a lot from people telling me what I have done wrong, and I would love to continue doing so.
     
    Last edited: Dec 3, 2009
  2. Tinker

    aa Tinker

    Messages:
    662
    Thanks Received:
    333
    That's a rather interesting idea, and I can't wait how it turns out - I hope this makes the teams switch from offensive to defensive all the time, which it should. Good idea!
     
    Chaopsychochick thanked this.
  3. gamemaster1996

    gamemaster1996 L13: Stunning Member

    Messages:
    1,033
    Thanks Received:
    131
    Yes i too would like to see a team which co-operates with eachother rather than the usual tf2 shennanigan of every man for himself, this gamemode style i think will make that possible :) .
     
    Chaopsychochick thanked this.
  4. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

    Messages:
    544
    Thanks Received:
    159
    Sounds like King of the Hill with Flags. Dominate the Flag.
     
    Chaopsychochick thanked this.
  5. strangemodule

    strangemodule L5: Dapper Member

    Messages:
    220
    Thanks Received:
    59
    You should keep the name CPC and have animated versions of your avatar laughing every time someone takes the flag.

    But anyway, I'm interested to see how this turns out. I like the architecture so far, but in the 3rd screenshot, is the intel in a dead-end room? That usually doesn't end well in most games.
     
    Chaopsychochick thanked this.
  6. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

    Messages:
    179
    Thanks Received:
    90
    Strange, the A intelligence is in a room that is similar to the 2 fort intelligence. There are two routes into and out of the room, the second is off to the right and off screen.

    I am glad to see that this has a positive response so far. Hopefully, I can get a play test arranged sometime in the not too distant future to see how it plays out.

    But yeah, what people have mentioned for game play possibilities is exactly what I am hoping to achieve with this.

    Oh, and I am curious about some peoples thoughts... I am thinking of making a train run through the center of the map, on the bridge in the first screen shot. Just to further add to the mayhem.

    Also, strange I had a similar idea that could be something fun for when the flag is capped. I noticed that someone copied over the Saxton Hale comics and put them into texture format, so my thought is that when the intel is capped there is a board on each side, and for each cap, it puts a comic up on the wall.

    Though I am also thinking that some sort of doomsday weapon that goes off when all the flags are capped could also be fun. Thoughts?
     
  7. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,563
    Thanks Received:
    1,266
    Layout looks entirely more solid than bayou, good progress in that regard
     
    Chaopsychochick thanked this.
  8. strangemodule

    strangemodule L5: Dapper Member

    Messages:
    220
    Thanks Received:
    59
    Ah, that's what I figured CPC. I'm kind of wary of a 2fort-style intel room, seeing how easily engineers camp it (then again, that may be due to a resupply room not far from their spots).

    As for map events, those would be cool when the flag is capped, but you'll need to make them relevant to the map, as well as make sure they don't crash the map if the amount of captures required is set higher than normal by server options. Regarding the train, that always spices up things; trains are frequent in cp_freight and it's the most popular competitive map (maybe not just for the trains, but I hope you see what I'm saying).
     
    Chaopsychochick thanked this.
  9. Freyja

    aa Freyja Unpronounceable map names since 2013

    Messages:
    2,186
    Thanks Received:
    2,910
    Yay map from Chao.

    Looks quite interesting. I like the idea of the two flags, but I guess we'll see how it turns out in gameplay with tests.
     
    Chaopsychochick thanked this.
  10. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

    Messages:
    179
    Thanks Received:
    90
    Thanks for the vote of confidence guys. :)

    And that is a good point strange, I had not even thought of that. I will be sure to take that into consideration for anything I do for special stuff on flag capture.

    Also, I think I have to agree, trains do tend to be fun. Now I just need to figure out how to include it... Fortunately there are nice tutorials to guide me! ^^
     
  11. absurdistof

    aa absurdistof

    Messages:
    1,231
    Thanks Received:
    390
    True, but be careful not to force teamwork to heavily because chances are in a pub server it won't happen and people will get mad. Also, I like the idea of no standoffs but don't let that turn into really, really quick flag caps. At the same time don't promote sentry farms because that's where I think the real hurt in 2fort is :)

    /advice
     
    Chaopsychochick thanked this.
  12. strangemodule

    strangemodule L5: Dapper Member

    Messages:
    220
    Thanks Received:
    59
    I made a working train on my level (that alternates between routes no less), so I can help you if you wish.

    But yeah, I'm looking forward to trying this map.
     
  13. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

    Messages:
    179
    Thanks Received:
    90
    Alright, I updated to a2. The only feedback so far is from here and some testing on the Calculated Chaos server and so far this seems to be going fairly well. Both times the map was tested on Cc, it did take a little bit for people to figure out how to cap. (Hopefully the increased signage I have will help with that.) However, once people figured it out, the rounds went pretty quickly. Perhaps a little bit too quickly, however it made for a quick fun mode so I kinda like it.

    Anyways, I also did some playing around w textures, so I hope it looks much better now. Also, like I said I would I added a train that runs across the middle, alternating which direction it runs.

    So... What are peoples thoughts? I hope that there is still interest in this! ^^ If there is, I am trying to have this tested on saturday on the US server, so please come and give me feedback! XD

    ALSO! NAMING IDEAS! Please, I have no idea what I should call this map, so if you have an idea please let me know! If I end up using the name you suggest, I would like to put in a poster/overlay in homage to you in return, so please give me suggestions.
     
    Last edited: Dec 3, 2009
  14. strangemodule

    strangemodule L5: Dapper Member

    Messages:
    220
    Thanks Received:
    59
    Alright, I decided to just go through your map, and I have some comments about it, backed up with some screens no less!

    [​IMG]
    I'm kind of confused on what is up with this glass. Is this intentional? An accidental vertex manipulation? Etc.

    [​IMG]
    Cap base is missing. Forget to pakrat it?

    [​IMG]
    Am I meant to be able to climb on this displacement so I can jump up to the bridge? If so, it's rather difficult to.

    [​IMG]
    The rocks in general here, despite being in the Viaduct theme, kind of clash with the snow. Try a metal texture for the top part, then a rocky texture for the underside.

    Overall: it's an alright map, haven't playtested it with other people yet but I fear that the switching of the flag points can come off as sort of confusing, as well as where you capture the flag. Keep working on it.
     
    Chaopsychochick thanked this.
  15. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

    Messages:
    179
    Thanks Received:
    90
    Thanks strange, to comment on your comments:

    The glass is intentional, was wanting sort of an overview window of that portion of the base from spawn. I may change that up a bit when I get to actual detailing if that is a bit weird and make it more of a single straight piece if people thing that would work better

    I thought I had everything pakrated in, though I guess I must have missed a step or something. Oh well... I will be sure to double check that for future releases though!

    As for the climbing, I am up in the air on whether or not that should be accessible. I will decided that based on gameplay, but for sure when I make the decision I will make it obvious as to what you should be able to do.

    I will take that into consideration for the detailing, I will definite try out some better textures to make the outdoors look a bit better, though I have to say that I personally like the rock bridge sort of feeling, though I guess it does need a good bit of breaking up, so some metal supports on the outside could help w that I guess.
     
  16. The Asylum

    aa The Asylum

    Messages:
    1,586
    Thanks Received:
    388
    A few things:

    - The stools that the intels are supposed to be sitting on show up as those giant red ERROR models for me. Did you pakrat these properly?
    - Why are there RED signs in BLU's base, and vice-versa?
    - Need some more props! So many flat, square rooms!

    Other than that, it looks pretty good
     
    Chaopsychochick thanked this.
  17. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

    Messages:
    179
    Thanks Received:
    90
    I thought I had pakrated them properly, though it seems that something got messed up with the process.

    The signs I have colored based on who would use it, ie blue signs point to blue used things, like the intelligence in reds base, but in reds base the capture point and resupply signs are red.

    As for the props, that is kinda because it is still in early alpha. I havent done ANY detailing work, and the only reason I have the textures is trying out TPGs suggestion of using actual textures instead of dev textures.

    Did you have any thoughts on the layout taotd? Or are you only problems with the map in regards to detailing?
     
  18. The Asylum

    aa The Asylum

    Messages:
    1,586
    Thanks Received:
    388
    I think the layout's fine

    The different colored signs really do look odd to me. Yes, I know you're trying to point the invaders towards the victimized team's intel, but thinking of it as team theme though, why would BLU put up a RED sign in their base?

    I think of it this way: A BLU sign is meant to tell BLU team something. A BLU resupply sign? That's YOUR resupply room, BLU. Conversely, a RED player would see the BLU sign in the BLU base and think "This must be BLU's resupply room!" or Control Point, or whatever. the same feeling I think applies to the intel signs. The sign is colored BLU, it says Intelligence on it, therefore I guess it mean that this is where BLU's intelligence is.

    I know it isn't easy, but one things that every developer has to wrestle with is Logic vs User-Friendly. Sure they seem like they go hand in hand, but really, they don't always agree.