CP Toyfort Bathroom

digitalhigh

L1: Registered
Mar 11, 2010
6
0
Hi there,

At the suggestion of Lockitup, I'm posting some shots of a map I've been working on for the past few weeks.

I call it Bathroom Toyfort, and the idea is borrowed from Zeus_CST's map Toyfort/Toyfort Elite/etc.

The base room is a 2"=6' scale model of my bathroom. From the sink to the toilet to the depth of the bathtub and the width of the doorknob, this is a 99% faithful recreation of the structures i my bathroom.

I then took and cut some holes, added some fake plumbing, and stuck a bunch of toys in the room.

Features:

Realistic plumbing system which connects between the toilet, sink, and bathtub.

Full-scale Lincoln Log fort.

Scale toy models including army truck, police car, toy boat, lincoln logs, and a brachiosaurus skeleton. (cars and skeleton courtesy of FPSBanana)

5 capture points - Toy boat in tub, towel cabinet, under the sink, in the lincoln log fort, and on the toilet lid.

Toilet lid has the last point. On capture of point 5, the lid closes, cutting off access to the toilet-side plumbing.

You can run up the dinosaur all the way to the toilet.

Red - Offense, Blue - Defense. Level is oriented to keep a good balance between how fast it takes each team to reach points...meaning spawn camping is not necessary to win a match, but a total wash shouldn't occur either.

Consideration has been given as to rocket-jump heights, scout double-jumps, engineer jumping, sentry placement, spy cloak time, etc. Basically, there are lots of places that you can get to if you know how. On the other hand, it's not so one-sided that a bunch of soldiers can just win the game.

Uh...yeah...I'm actually writing this as I'm compiling the map, so I'll be posting some proper screenshots in just a little bit...it's on 7 of buildfinalfacelights now. :D
 
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digitalhigh

L1: Registered
Mar 11, 2010
6
0
You should hold the post back before it finishes compiling...

Sorry...that's the multitasker in me trying to be productive while my main computer is tied up. Screenshots are up...I'm hoping to play-test this later this evening. I've got a final punchlist of things to fix up, and it should be ready for a demo.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Looks interesting. You should bump up your settings a bit when taking screenshots, though. At least your AA.

I've always liked the idea of making a map that style of real life rooms. I always wanted to do that back in my de_rats days.
 

digitalhigh

L1: Registered
Mar 11, 2010
6
0

Duly noted...will take some better shots after this next recompile.

Download will be up shortly...I just want to make sure I have all the major stuff working properly before I put it out there...no sense in getting a bunch of "this is broken, this doesn't work, etc." posts if it's stuff I'm aware of and intend on fixing.
 

digitalhigh

L1: Registered
Mar 11, 2010
6
0
Can you flush the toilet and kill people with it? I demand this feature.

Not currently, however, it shouldn't be too hard to put a waterydeath trigger in the toilet and have it activate when the handle is shot.

hl2 textures, replace them with tf2 ones.

I'm aware of this...more focused on putting everything where it goes, then spending the time to pick the proper textures. The current ones are primarily placeholder.

Just out of curiosity, what is the technical reason why I can't use HL textures?
 
Last edited by a moderator:
Feb 17, 2009
1,165
376
Its just something tf2 mappers try not to do. TF2 needs TF2 textures. Sure you can use them as a placeholder,but replace them later. Its just like an unwritten rule.
 
Aug 10, 2009
1,240
399
Its just something tf2 mappers try not to do. TF2 needs TF2 textures. Sure you can use them as a placeholder,but replace them later. Its just like an unwritten rule.

I would consider this more situational then arbitrary. For example, the bath tiling looks pretty key to the overall map look. While some tf2 textures do certainly look at home here, I would do what you feel is best as far as looks go :)

Also, it is my highest suggestion that you
a) get a modeler to handle those odd hammer shapes (such as that brushwork doorhandle, nice work, but a model could be more pretty :p)
b) Add walls or more toys or something to block those sightlines, they are amaaaaazing :O
c) Make sure you complete step b with optimization in mind, it could be atrocious right now.
d) Watch that asymetric-ness. It's the perfect excuse (like AI director) for someone to blame for a win or loss, and sometimes it's valid. Perhaps consider a 5CP single stage A/D map?
 

digitalhigh

L1: Registered
Mar 11, 2010
6
0
I would consider this more situational then arbitrary. For example, the bath tiling looks pretty key to the overall map look. While some tf2 textures do certainly look at home here, I would do what you feel is best as far as looks go :)

Also, it is my highest suggestion that you
a) get a modeler to handle those odd hammer shapes (such as that brushwork doorhandle, nice work, but a model could be more pretty :p)
b) Add walls or more toys or something to block those sightlines, they are amaaaaazing :O
c) Make sure you complete step b with optimization in mind, it could be atrocious right now.
d) Watch that asymetric-ness. It's the perfect excuse (like AI director) for someone to blame for a win or loss, and sometimes it's valid. Perhaps consider a 5CP single stage A/D map?

Hey, thanks for the input. That was one of the things I was wondering about with the textures...if there were a real program-side reason why I can't use them, or if it were just a taste thing. The wood, for example, is the only available texture I found that creates a good large-beam look for the borders.

a) Anywhere I can do away with brushwork, the happier I'll be. I'm sure the same would hold true for the toilet handle, electrical outlet, and light switches. And the toilet paper holder...ha.

b) I'm aware that there are a lot of places with line-of-sight...that's the reasoning for the configuration of the lincoln logs, if you stand on the tub and look, there's only one very restricted shot into the CP cabin

c) I actually had to learn a lot about the hint brush in a hurry...the first time I compiled with the lincoln logs all in, my computer just about had a seizure. Things are much cleaner now.

d) That is the gameplay method I had in mind. The final control point is closest to blu's respawn room, and the points are scattered in a star formation so that the attacking team can't go from one point to the next too quickly, and gives blue time to set up defense in a particular area before red can get there.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Looks a lot better now that you updated the screens. The water texture seems to be a bit off though? Not sure what is going on there. It also looks pretty blue, where water in a bathtub wouldn't be. No sky to reflect.
 

lockitup

L2: Junior Member
Nov 15, 2009
71
24
I'm not usually a fan of these types of maps, but I did invite him over here because its obvious, this map took some talent and a lot of work to make. I've offered to playtest it on one of my servers in the very near future (possibly tonight), so if anyone here wants to, keep checking in or let me know.
 
Aug 10, 2009
1,240
399
Test it there and post an I.P., or feel free to sign it up for gameday. On the sightlines, I think you could have a lot of problems with the bathtub shooting into the open spaces, not just the CPs, so snipers could easily pick off someone trying to travel. Glad to hear it's optimized though :D. Just ask a modeler around here like Acumen, or post in the request area.

As for the A/D method, make sure you lock those points you don't want BLU getting into.. Scoots have a nasty habit with that. Even though it would be the most legendary scout rush of all time.
 
Jan 20, 2010
1,317
902
This is some HARDCORE necrobumpage. Goddamn, I remember playing this map when I first started playing TF2.

Edit: Err, nevermind, wasn't this one. Was the other Toyfort one.