- Jan 6, 2008
- 2,289
- 1,372
I want to tell you a bit about a map that I've been (slowly) working on for the last four months or so. It's the first map I've EVER made in Hammer. Don't worry, though, I AM making sure that the map will play relatively bug-free and fun when it's out. Anyway, it's called Boats (ctf_boats) - that was only intended to be a working name, though; as soon as I can get something better, I will change (so I'm open to suggestions!).
Boats is a CTF map with a slight twist. Not a twist in the actual CTF rules - you still cap the intelligence normally - but a twist in how you get from base to base. The bases are small, and between them, there is a big body of water. This water is toxic, so as soon as you get below the surface, you'll take serious damage. The only other way over to the enemy base is by riding a boat. It's not player controlled, it just takes laps between the two bases on its own.
The fact that you pretty much HAVE to take the boat over the water should give you a whole different way to play, I believe. Of course, I've taken note of problems such as players becoming impossible to catch up with once they are on the boat (I've made "checkpoints" where someone can catch up to the boat on foot), as well as the problem with Sniper-fests due to how open the middle of the map is (basically, I have a crapload of cover, and it seems to work ok).
I can't show any screenshots yet as it's currently pre-alpha (yes, I'm that slow), but I will update this topic as soon as it looks good enough to show off. All my sketches are on paper, which I can't scan due to lack of a functioning scanner. Sorry, you'll have to live with text for now.
So, does it sound interesting? Anything you're wondering about? Just ask!
EDIT: Screenshots and overview!
First, the overview...
Here are some screenshots of the pre-alpha version. YES I KNOW THE LIGHTS ARE HORRIBLE. It's pretty hard to get it right, and of course I will continue to make it better.
First off - the very exciting spawn room! I've taken note of the odd-looking doors (by that, I mean the little machine thingy that should be connected to the ceiling), they'll be fixed.
A sneak peek into the intel room. I forgot to take screens of the room itself, doh. (Not that exciting anyway)
The first floor. To the left is a window showing a "secret" room for rocket storage/launching, which has been sloppily hidden. It's just for decoration, though, you can't go there. I've been thinking that all these wooden boards are a bit excessive, but we'll see what I do with them. What looks like a ramp (by the intel sign) is actually a staircase to the second floor. I am aware that the battlements signs are floating off the wall, it's fixed now.
A view out on the battlements, from the room shown in the second picture. It's the Sniper balcony of this map. You can rocket jump up here, and double jump too if you jump from a stack of barrels and land precisely on the metal cover down there.
This is the base from the outside. The window to the right is where I stood in the last picture. That's a truck to the left, for cover and decoration. The entrance is mostly hidden by the metal cover.
The boat. Note the toxic sign. The board next to the sign is messed up for some reason, fixing it as we speak.
Inside the boat. It's small. Does that barrel with the sign on look ok to you guys? :/
The checkpoint house. The boat will stop here as well. It's that big purely for extra cover.
Boats is a CTF map with a slight twist. Not a twist in the actual CTF rules - you still cap the intelligence normally - but a twist in how you get from base to base. The bases are small, and between them, there is a big body of water. This water is toxic, so as soon as you get below the surface, you'll take serious damage. The only other way over to the enemy base is by riding a boat. It's not player controlled, it just takes laps between the two bases on its own.
The fact that you pretty much HAVE to take the boat over the water should give you a whole different way to play, I believe. Of course, I've taken note of problems such as players becoming impossible to catch up with once they are on the boat (I've made "checkpoints" where someone can catch up to the boat on foot), as well as the problem with Sniper-fests due to how open the middle of the map is (basically, I have a crapload of cover, and it seems to work ok).
I can't show any screenshots yet as it's currently pre-alpha (yes, I'm that slow), but I will update this topic as soon as it looks good enough to show off. All my sketches are on paper, which I can't scan due to lack of a functioning scanner. Sorry, you'll have to live with text for now.
So, does it sound interesting? Anything you're wondering about? Just ask!
EDIT: Screenshots and overview!
First, the overview...

Here are some screenshots of the pre-alpha version. YES I KNOW THE LIGHTS ARE HORRIBLE. It's pretty hard to get it right, and of course I will continue to make it better.

First off - the very exciting spawn room! I've taken note of the odd-looking doors (by that, I mean the little machine thingy that should be connected to the ceiling), they'll be fixed.

A sneak peek into the intel room. I forgot to take screens of the room itself, doh. (Not that exciting anyway)

The first floor. To the left is a window showing a "secret" room for rocket storage/launching, which has been sloppily hidden. It's just for decoration, though, you can't go there. I've been thinking that all these wooden boards are a bit excessive, but we'll see what I do with them. What looks like a ramp (by the intel sign) is actually a staircase to the second floor. I am aware that the battlements signs are floating off the wall, it's fixed now.

A view out on the battlements, from the room shown in the second picture. It's the Sniper balcony of this map. You can rocket jump up here, and double jump too if you jump from a stack of barrels and land precisely on the metal cover down there.

This is the base from the outside. The window to the right is where I stood in the last picture. That's a truck to the left, for cover and decoration. The entrance is mostly hidden by the metal cover.

The boat. Note the toxic sign. The board next to the sign is messed up for some reason, fixing it as we speak.

Inside the boat. It's small. Does that barrel with the sign on look ok to you guys? :/

The checkpoint house. The boat will stop here as well. It's that big purely for extra cover.
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