CTF ctf_honorme_v1 [Deleted]

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MatHatesNova

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Aug 9, 2016
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ctf_honorme_v1 - ctffrontlineinspired

440_screenshots_20160810034800_1.jpg
Hey! This is my first actually half way made map, I seem to have abandoned most of my maps before they've reached the point of A1.

This map is heavily Frontline inspired. I believe Frontline is such a great content pack that I could make some good content using it! I hope to see feedback of what can be improved and what not. I realize I probably should have left dev textures going but I got carried away with decorating and making it pretty.

Content I used so far!:

Frontline supply drop
YM_DisplacementLibrary01
aaa_LightingLibrary_lite_3.1
and abs


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MatHatesNova

L1: Registered
Aug 9, 2016
14
7
EDIT:

In the next update I make of this map I will add more cover for gameplay reasons. As of now it's just A1.
More precise locations for ammo and health will be added along with more entrances into the intelligence so it's not a cluster to push into a tiny hole *heheheh*
 

Erk

erk
aa
Aug 6, 2016
433
1,098
Hey dude, this looks pretty good. Keep at it, make more features, you know.

Thanks for doing stuff with Frontline, since I also love the concept.

I don't suppose you could give us a screenshot with you noclipped all the way out vertically, so we get a top-down perspective on all the rooms?
 

MatHatesNova

L1: Registered
Aug 9, 2016
14
7
I don't suppose you could give us a screenshot with you noclipped all the way out vertically, so we get a top-down perspective on all the rooms?

Yeah, probably should have included it when I uploaded it. Anyways here you go.

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Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Yeah, that's going to change. I want to make sure props and landscape are planned out before I really landscape it.
Well you can always start off giving height variation with ramps and stuff in brushes and move onto displacements on a later stage.
 

Erk

erk
aa
Aug 6, 2016
433
1,098
Well you can always start off giving height variation with ramps and stuff in brushes and move onto displacements on a later stage.
Yeah, what @Viper said.

I see that you've got some pretty long spaces where snipers could really foul up everyones fun. I'm thinking you need some cover, or maybe another level, that the player could use to flank the snipers.
 

MatHatesNova

L1: Registered
Aug 9, 2016
14
7
Yeah, what @Viper said.

I see that you've got some pretty long spaces where snipers could really foul up everyones fun. I'm thinking you need some cover, or maybe another level, that the player could use to flank the snipers.


I'll add to that and sort it out, thanks!
 

MatHatesNova

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Aug 9, 2016
14
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Yep, updated it and added a lot more things that would improve gameplay.

The run down of what I did really was add more places for players to go, you're not only forced to go in the middle, you can go in through the side and flank for a strategic attack.

Updated:

-Added a bunker like structure to the middle to even out gameplay (sorta)
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-Opened shipping warehouse and laser factory. (Soon more will be added to these rooms)

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-Added more to the intel room. (Still small but will expand it and make it eyecandy in later stages)
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That's mainly it for now, haven't worked on it much due to little time for hammer.

Read the rest of this update entry...
 

MatHatesNova

L1: Registered
Aug 9, 2016
14
7
My next plan for this update is to add a secondary entrance so it's not so easy to be spawn camped, I'll link a opening in the factory and warehouse than will lead to spawn. I will also add an underground part of the map probably in A5 sometime.
 
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