[Beta] ctf_argon

Smackdaddy

L1: Registered
Apr 16, 2008
5
0
[Beta] ctf_argon UPDATE!

Hi guys,

Just here to release my current map, ctf_argon.

The map is ctf using all default textures and meshes. Map is currently in game play testing phase, so if you do download and find a problem, either graphically or game play, feel free to send me feedback at yoursoliloquy at hotmail.com.

Here are some screens:

ctf_argon1.jpg


ctf_argon2.jpg


ctf_argon3.jpg


ctf_argon5.jpg


ctf_argon6.jpg


I also have the map hosted on fileplanet and fpsbanana

FPS Banana: http://www.fpsbanana.com/maps/52017

Fileplanet download: http://www.fileplanet.com/files/180000/185735.shtml

Currently, I've received feedback about the sniper ledge, as well as better access from the bottom areas. Clipping and such will be adjusted as well in the next release. Hope you guys enjoy it.
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Looks nice, but I think you need an env_tonemapcontroller in there, to reduce the extreme HDR effects you've got in there.
 

Smackdaddy

L1: Registered
Apr 16, 2008
5
0
Very pretty. Have you submitted this to the next gameday? I'd like to play it.

Also it looks very much like vilepickle's map ctf_mach, especially the flagrooms. Not necessarily a bad thing, just commenting.

I haven't submitted for gameday, but I'll be sure to do that - I'm quite new in tf2maps.net community so I'm not sure how things work here yet. The intel room was inspired by Mach4 as I thought it was a great design. Thats about the only thing I borrowed. Unfortunately, the screens primarily focus on the intel room, so I can see why you'd get the impression :)

I'm currently working on a newer version with improvements that have been suggested by others in game play so I'll be sure to come back here and update links.
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21
Also it looks very much like vilepickle's map ctf_mach, especially the flagrooms. Not necessarily a bad thing, just commenting.

I don't see how the flag room looks like Vile's. Yes there are 2 floors with the flag in the middle, but this flag room has other exits and more interest.

Looks nice, but I think you need an env_tonemapcontroller in there, to reduce the extreme HDR effects you've got in there.

Yes. Some serious HDR issues there.

Very pretty and great brushwork there. Great Job!
 

Smackdaddy

L1: Registered
Apr 16, 2008
5
0
Hi guys. I'm here bearing the fruits of my labor. I've made some changes to the game play. I hope many of you find it fun to play. I'll detail out the changes here and add some screenshots. If you guys need another mirror let me know. Cheers and enjoy!

Changes

The Sniper Reign is (Almost) Over: Added elevated terrain to the middle area that will make the bridge seem shorter. You can now almost safely traverse the bridge with 50% of the sniper spots blocked from view. This will help Soldiers and Heavies get to the action without getting sniped and being frustrated.

There Is Relevance Down Below: Added a teleportation device to the middle bottom area that transports you right into the thick of things up top. There is also an added basement route which will allow people to have 4 ways in order to assault each base: Main entrance, bottom entrance, side entrance and sniper entrance. The added lower level entrance will conjunct with the main entrance to curb any potential hardcore bottlenecking/camping.

You Have Returned From Heaven: The lighting has been substantially reduced in order to save many from cornea burns. There is, however, still bloom effects from HDR, but they do not affect the player where it matters: the action points.

There ya have it. This map should be great fun. Just running around on it made me wish I was blasting some Reds right now. Perhaps that is just the fatherly love?

Anyway, on to the screenshots!

ctf_argon2_b1a5.jpg


ctf_argon2_b1a4.jpg


ctf_argon2_b1a3.jpg


ctf_argon2_b1a2.jpg


ctf_argon2_b1a1.jpg


Download link: http://files.filefront.com/ctf+argon2+b1arar/;10155674;/fileinfo.html

Current release title: ctf_argon2_b1a.bsp

Thanks guys!
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
From the screens, looks like you just decompiled mach and edited it to make it bigger.
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
Ya know, as some people tend to disfavor orange maps, and other people tend to disfavor HL2-texture maps, I tend to disfavor "concrete bunkers with team-colored trim" maps.

*dodges vilepickle*
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Heh, I actually like the concrete bunker with blue trim. It certainly fits for BLU, but I'm not sure how I like it for RED. I'd like to see more of a wood motif to better fit RED's theme. Despite that, I think you have a solid looking map Smackdaddy.
 

Smackdaddy

L1: Registered
Apr 16, 2008
5
0
Heh, I actually like the concrete bunker with blue trim. It certainly fits for BLU, but I'm not sure how I like it for RED. I'd like to see more of a wood motif to better fit RED's theme. Despite that, I think you have a solid looking map Smackdaddy.

Thanks Vander.

Please download the map and give it a run through and let me know what you think of the layout.
 

Gadget

aa
Mar 10, 2008
531
527
here are some other thoughts:

- I would love to see some rock textures on the cliffs rather than the texture you have now because it's the same one like on the ground. So the cliffs don't look so much like cliffs
- HDR lights are way to bright. Make sure to have a logic_auto that sets the bloomscale and exposure levels OnMapSpawn for the env_tonemap_controller
- as Vander said it would be nice to see more differences in the looks between red's and blu's base (maybe have different textures and color schemes)
- I don't like that red brick texture but that's just my personal taste
- maybe add some railings so players can't fall down all over the place from the top area
- there are those two platforms with small health kit items on them, meant for rocket jumping I guess. You could add two fake doors and make the platform a little bigger so it does really make sense in terms of architecture and realism (it should lead from one room to another)
- a single step of stairs should not be higher than 12 units to make it look nice. You might consider to change your stairs or replace some of them with ramps
- there's a small gap between some cliff displacements that are not sewed perfectly together
- as mentioned before the computerwalls should not be rotated by 90 degrees
- I do like everything else in your map so far :)

edit: just noticed from the console...

SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/joshuatree02.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/spikeplant01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_03_cluster02.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_03_cluster.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006b.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_04b.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/joshuatree02.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/joshuatree02.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/spikeplant01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_03_cluster02.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_03_cluster.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006b.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_04b.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/joshuatree02.mdl)

change the collision of those props to "Not solid" or "Use bounding box" for the rocks
 
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Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Ask and ye shall receive!

Ok, had a quick run through and this is what I saw:

- Spawn room are very plain. This being a beta, I'm sure you'll jazz it up, but I wanted to point it out. Also, the opposing teams can open the spawn doors. They won't stay open, but will raise and lower when they approach.

- Lighting is very bright in some instances, see pictures 1 and 2 below.

- The area with the dumptruck flows funny. I always want to turn right after coming off the stairs, maybe an arrow to indicate which direction you should go. Also, this area seems like it could be a lot more useful. You go around and around to really end up at the same spot you started out. If you could access the intel room via an air duct from here, that would be a nice addition.

- Teleports! I like the idea, but they aren't clearly marked. I accidentally stepped on one to find it. Maybe have an arrow pointing up or something similar to indicate their use. Also, one of your displacements is sticking thru the light model you are using on the teleporter, see pic 3 below.

- Water towers are a nice touch, but I think these are skybox models. You need to figure out a way to keep players from touching them or getting on top. Maybe push them back behind a fence to keep players away on the ground and strategically placed rock outcropping to keep players up top away? Pic 4 below shows players on ground clip through some of the model and pic 5 shows what happens when you jump through the top.

- The ponds on the side of each base are nice, but I find myself tending to run towards them when assaulting the base, thinking there is a way to enter on that side. Maybe placing the pond on a raised area to prevent players running towards the base from mistakenly accessing it (or a flag runner making a wrong turn and getting trapped), while at the same time keeping it intact for players exiting the base as originally intended.

Hope these observations helped!
 

Smackdaddy

L1: Registered
Apr 16, 2008
5
0
Vander, Garbage Man, thank you for taking the time to take a quick run through.

As you mentioned about the water tower and adjacent buildings, I have noticed some peculiar collision models associated with them. I have half a mind to get rid of them and design the structures myself because of it. One problem in particular is you can hide inside the actual water tower above and shoot. So my next revision will see a complete re-haul of that area.

The portals I wanted to add a nice sprite. But I am having some issues with sprites right now, especially env_sprite. They don't show up in game and give me an error in console when loading the map. I suspected this was due to the sprites not being associated with the TF2 resources but even with TF2-specific sprites the problem remains. Any ideas on why this is happening?
Is env_glow the way to be now?
I also wanted some sounds to go along with the teleports. Again, I am not sure if one can use other assets from HL2 or Ep2 due to it not being consistent on everyone else's computer.

The HDR I've been tinkering with. I'd like for it to change up when you go inside or out, but I am a believer of keeping things that annoy people out of the map.

As for the textures, I'd love for it to be more different as well. I personally don't like how boxy and tiled the textures and displacement are on the cliffs. Before final release, I may add a 3d skybox to open up the map a bit. Either that or change it up so it's not a bore to look at.

The idea on the duct system I will have to take into consideration. The Bay area was meant for more of an offensive team firebase/staging area. I will definitely add some signs.

Thanks for the suggestions guys, I'll keep this thread updated as I continue to improve on that map. This is my first map in about 3 years and I'm still learning the ins and outs of the new hammer editor :)

Edit: Vander, I'm not sure why the entities are glowing that badly. It isn't on my PC. I had run through a page on the valve dev wiki and I remember there was a solution to this problem and it had something to do with adding another entity nearby that would correct the overbrightness on models. I can't find it now though. Any suggestions on that?
 
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