1. Hey Guest, welcome to the new forums. Be sure to check out this thread to get all the information you need on the cool new stuff!
  2. If the download for the map you're looking at isn't here, try checking the archives over at: The Archived Forum

CP gothic b4

Made by Ezekel

  1. Ezekel

    Ezekel L10: Glamorous Member

    Messages:
    796
    Thanks Received:
    242
    a steel type map set in a castle/fortress that's in the process of being gutted to house some sort of device.

    originally i wanted to have a dracula's castle sort of feel with a dr. frankenstein's lab for the final. things haven't turned out that way in the end, but i still like where this is going so far.

    i hope to work on this more over the summer, and see where it goes.
     
    Last edited: Dec 31, 2013
  2. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,563
    Thanks Received:
    1,266
    This is pretty sick looking actually
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    4,521
    Thanks Received:
    3,482
  4. honorum646

    honorum646 L6: Sharp Member

    Messages:
    333
    Thanks Received:
    66
    I absolutely LOVE the idea of the graveyard capture point. To take it one further, I would suggest incorporating space inside those mausoleums for health/ammo.

    EDIT: Now that I look at it a bit, that point looks a bit crowded. Maybe spacing it out a bit more would be a good idea.
     
  5. Psy

    aa Psy I make maps, but not in Korea.

    Messages:
    1,612
    Thanks Received:
    1,261
    If this map doesn't have Frankenheavy, I will be disappoint.
     
  6. Ezekel

    Ezekel L10: Glamorous Member

    Messages:
    796
    Thanks Received:
    242
    I would love to, maybe i could borrow the entities controlling the headless horseless horsemann and replace the character model...
    know any one up to the task of modelling a tf2 universe frankenstein's monster?

    maybe i should go all out and give it the halloween paraphenalia treatment when i come to detailing?
     
  7. Ezekel

    Ezekel L10: Glamorous Member

    Messages:
    796
    Thanks Received:
    242
    i'm thinking of making the mausoleums open, but i'm not 100% on it, because i can see it turning into the garages in harvest, and i don't want that.

    i may replace them with something else that's more open to address the cramping, but i don't think it's too cramped during gameplay because you can go around behind both of them. more testing is needed i think. TO THE MAP SERVER!
     
  8. Ezekel

    Ezekel L10: Glamorous Member

    Messages:
    796
    Thanks Received:
    242
    ok. so, long time no see.
    Been busy hammering out my final project and then i had to work on finishing off something special, that you'll be seeing in the next month or so (so keep your eyes/ears open :) ).

    anywho, back to gothic then:
    so, i've done a re-build on B, and started to "pretty up" one of the walls on point E.
    here's some screens of E:

    [​IMG]

    [​IMG]


    gonna see about getting the map into a test day sometime soon to see how B plays now + to make sure the rest of the map is staying fun/balanced.
     
    Last edited: Sep 20, 2011
    Prestige, Seba and Fr0Z3nR thanked this.
  9. Verumae

    Verumae L1: Registered

    Messages:
    33
    Thanks Received:
    55
    this is purdy
     
  10. Ezekel

    Ezekel L10: Glamorous Member

    Messages:
    796
    Thanks Received:
    242
    ok a few more screens before bed:

    (there's still a ton to do in just this room alone)


    [​IMG]
    [​IMG]
    [​IMG]
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    4,521
    Thanks Received:
    3,482
  12. Fr0Z3nR

    aa Fr0Z3nR I do things sometimes.

    Messages:
    5,543
    Thanks Received:
    3,626
    I knew it wasn't dead for a while...

    But I am very glad to see this again.
     
  13. combat619

    combat619 L1: Registered

    Messages:
    22
    Thanks Received:
    2
    It would be awesome if this map was released on halloween. This map is amazing, and I have to say, much less of a maze than steel. Especially how the noise from the electricity guides you to E, that is awesome. Once you clean up the dev textures (the ramp and some of the ones you can see on the castle bridges in blu's spawn) this will be a great map.

    Edit: Huge bug that needs to be fixed---> The match ends if you cap C.
     
    Last edited: Sep 21, 2011
  14. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    2,515
    Thanks Received:
    2,467
    What... are we all missing on the chance to say "It's ALIIIVE" or similar?


    [​IMG]

    You have no idea how glad i am to see a wood floor with something to hold it up.
     
  15. stevethepocket

    aa stevethepocket I can fix it!

    Messages:
    3,140
    Thanks Received:
    1,248
    What the.
     
  16. Ezekel

    Ezekel L10: Glamorous Member

    Messages:
    796
    Thanks Received:
    242
    ok, pictures are updated, and a5 is out and about
     
  17. Ezekel

    Ezekel L10: Glamorous Member

    Messages:
    796
    Thanks Received:
    242
    so been mucking around at CP A.
    what do you think of it so far?

    i personally still think the wall above the arches in the 2nd image looks a lil bare, but not really sure what to put there. any ideas?

    [​IMG]
    [​IMG]
     
    theharribokid thanked this.
  18. Fr0Z3nR

    aa Fr0Z3nR I do things sometimes.

    Messages:
    5,543
    Thanks Received:
    3,626
    I don't like that wood texture underneath the stairs.
     
  19. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    4,521
    Thanks Received:
    3,482
    Looks pretty awesome and I think that wall is fine, actually (don't over detail). The wood doesn't bug me, players won't look there. That chandelier is awesome. I don't like the computer dials sticking out of the metal block and I think that's probably a detail you could do without. Try two more (smaller) valves instead or something.
     
    Last edited by a moderator: Sep 23, 2011
  20. Sergis

    aa Sergis L666: ])oo]v[

    Messages:
    1,670
    Thanks Received:
    1,030
    it'd be nice i think if the control point was in The Important Location Of The Control Point, not just a humble wooden platform by the stairs. it just doesn't look like a centerpiece of the area that a control point should be. stairs look more important than the cp.