cp_stag

Vilepickle

Banned
Oct 25, 2007
372
199
CURRENT RELEASE:
FINAL 1.0: http://www.vilepickle.com/maps.php

FINAL 1.0 CHANGES/FIXES:
CP 1/5:
-Increased the size of each tunnel into the CP5 area. This should make it so demoman cannot lock down these entrances quite so easily.

CP 2/4:
-Changed the CP2/4 cap timer to ~14 seconds for 1 player, down from ~18 seconds. Previously, it was very easy to prevent captures with just 1 player since it was so long.
-Widened the primary attack lane into CP2/4 some, as it was very cramped for offense before and easily locked down.
-Increased the size of the CP2/4 capture zone, since it was so easy to knock people off of it with spam-shots.
-Fixed the "nobuild" in the Cp2/4 rafters not working correctly.
-Moved the medium ammo pack at CP4 into the doorway more so it is a somewhat less powerful sentry location. It was quite potent before.
-Made it so all players can get up to CP2/4 from outside the front resupply via crouch-jump-climbable kegs
-Provided batter directions on where the ramp is behind the boxes in the CP2/4 entrance side room.

General:
-Removed the welcome message, because Valve made it centered and it lasts longer (yuck)
-Widened the side entrance "neck" hall, so it isn't quite as susceptible to spam and tight fighting conditions.
-Improved the indicators that point to multiple exits of each spawn room.
-Added red "gate 1" sign outside
-Made it look like the blocked off sewer railing goes underneath the blocked off tunnel section
-Added more detail to areas.


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Stag is a port of the popular Quake 3 Fortress / Enemy Territory Fortress map of the same name. This is what the map was like in ETF, its last incarnation:

http://etfgame.com/shots/levels/stag1.jpg
http://etfgame.com/shots/levels/stag2.jpg
http://etfgame.com/shots/levels/stag3.jpg
http://etfgame.com/shots/levels/stag4.jpg

I've decided to turn the map into a 5 point CP map instead of CTF, since it would turn out to be a larger CTF map (of which is not popular and is not very fun in TF2). Large CTF maps sadly don't play as well in this game. 5 CP maps are arguably not much better in some cases, but the spawn locations on Stag should make it interesting, in addition to it being somewhat smaller for a 5 CP map.
 
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Buddikaman

L3: Member
Dec 31, 2007
107
11
Looks great as usuall, would like to see you do something more original than quake ports though.

-Buddikaman-
 

Vilepickle

Banned
Oct 25, 2007
372
199
Looks great as usuall, would like to see you do something more original than quake ports though.

-Buddikaman-

I do an original map every year or so. Expect one around September :p

I am fascinated with bringing the glory of my past-favorite game into the new age, especially since people who were enthralled by TFC (which I disliked greatly) never gave Q3F a chance, really. That game was great, but the devteam turned into SplashDamage and abandoned their game. Curse them.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Damn... That's all I got to say about that, just damn...
:w00t:
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Nice vile, but, why cant you make the blue base look like this:
You cant hurt anyone with it and only do better!

2179079554_5b061619ed.jpg
 

Vilepickle

Banned
Oct 25, 2007
372
199
I'm going for a high-tech-facility look with blue and red rather than traditional farm atmosphere. I've tweaked the top a good amount since the shot and I think it fills out better now.
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21
Interesting choice of textures. I assume 80% of those are custom. It doesn't look anything like what you would see in tf2 currently.

I think Vile is actually 8 people. No way 1 person can make such visually appealing maps. It has to be 8, because that's a power of 2. :D
 

Vilepickle

Banned
Oct 25, 2007
372
199
Interesting choice of textures. I assume 80% of those are custom. It doesn't look anything like what you would see in tf2 currently.

I think Vile is actually 8 people. No way 1 person can make such visually appealing maps. It has to be 8, because that's a power of 2. :D

I hope you're not thinking the original ETF shots are of MY TF2 version :p
There are really no custom textures yet. I have a hallway though that I'd love to have various different posters on the spots which are perfect for them, though.

The Stag logo will be custom, as it's from ETF, but no real textures are custom, just overlays.
 

drp

aa
Oct 25, 2007
2,273
2,628
wouldnt expect any less from vp
looks great man.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
I know this is just a nitpick, but it seems too much a bright and sunny day for those upper spotlights to be visible; there wouldn't be enough dust or fog for them to refract properly. The lower ones I could believe are shining into a more dusty area, but the upper ones seem out of place to me. Maybe replace them with a glow?
 

Vilepickle

Banned
Oct 25, 2007
372
199
I know this is just a nitpick, but it seems too much a bright and sunny day for those upper spotlights to be visible; there wouldn't be enough dust or fog for them to refract properly. The lower ones I could believe are shining into a more dusty area, but the upper ones seem out of place to me. Maybe replace them with a glow?

That's a good point. What entity is a good one to use for glowing effects? I haven't used one in a while.
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Yeah its all kind of grey/blue/washed out looking... needs some dramatic lighting!
 

Vilepickle

Banned
Oct 25, 2007
372
199
I assume someone's changing the forum right now since I couldn't find my post. I've got a shot of the last CP, which used to be the flagroom.

http://vilepickle.com/pics/stag/stag-fr.jpg

Still needs a lot of tweaking, but it's getting there.
 

ryodoan

Resident Bum
Nov 2, 2007
409
117

Vilepickle

Banned
Oct 25, 2007
372
199
New shots 3/21:

I'm looking for any suggestions with the rafters visually. I like the concept of cables holding it up (which are strained), but i cant really decide what to texture the bottom/top. Should it be more of the dark trim? maybe use a light trim? I don't really want solid color.

http://vilepickle.com/pics/stag/stag-front3.jpg - Front, slightly updated
http://vilepickle.com/pics/stag/stag-rafters-wip.jpg (to show the bottom clearly, would like suggestion on what to texture it maybe)
http://vilepickle.com/pics/stag/stag-rr.jpg - Ramproom area (CP4)
http://vilepickle.com/pics/stag/stag-underground-wip.jpg - Side path to CP4 or 5, still needs some detail with the ramp I feel.
http://vilepickle.com/pics/stag/stag-underground2-wip.jpg - Side path, further down and from the other side
http://vilepickle.com/pics/stag/stag-fr2.jpg - CP5 from another view, some stuff tweaked