[WiP]cp/ctf_Waterworks

Fraz

Blu Hatte, Greyscale Backdrop.
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Dec 28, 2008
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Basic Map "Skeleton" and plans/inspiration up.




Waterworks

Inspiration

Kanamachi-water_purification_plants.jpg




Story

Red run a small factory that purifies water for a small town at the edge of a desert. Blu have however have gained interest in mass producing bottled water to "get rich quick." Blu have tried espionage, spying and now are on to blatant attack to try and *control the whole factory as they have only siezed half.

*This is "steal the Red's purification secrets" If I decide to make it ctf



Sketches


Base Floorplan (Same for Red and Blu)

BaseFloorplanSketch-Waterworks.jpg



Blu's base (Front)

BluBaseSketch-Waterworks.jpg



Red's base (Front)

RedBaseSketch-Waterworks.jpg



Tunnels Underneath and inbetween bases (Connects them)

SewerSketch-Waterworkssm.jpg



Walkways going over a pool of water to conenct bases

The water will hopefully have the tunnels in it

WalkwaysAboveWaterSketch-Waterworks.jpg



Screenshots

No screenshots, the old ones were outdated and I have done alot of tweaking.



I will be adding more as I progress through the creation of the map. This is the basic design layout to see how everything will go together
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Don't get too caught up in uniform buildings. It may be a hard habit to break but it will look better if you split the buildings up some. The bases on Well are quite bad for this.

I imagine this would make an amazing TC map.
 

Fraz

Blu Hatte, Greyscale Backdrop.
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Dec 28, 2008
944
1,152
Don't get too caught up in uniform buildings. It may be a hard habit to break but it will look better if you split the buildings up some. The bases on Well are quite bad for this.

I imagine this would make an amazing TC map.

I'm hoping to release this first as a ctf and then work with changing it into a cp. Thanks for telling me to split up the buildings, I originally wanted 2 floors per base but I kinda went against it since there is essentially 2 floors, the sewers and the ground floor. I'm hoping will be the main route of attack, meanwhile the ground floor only has a couple of walkways connecting them, meanwhile this route will probably change over time to have more than 3 walkways and a platform on the ground floor.
Making more possible routes for the flag. Thanks for the advice.

~midget31394
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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No problem. Layouts can be tricky to decide upon what's appropriate. No more than 3 routes should really be necassery as this splits players up too much and combat will become sporadic and players less likely to break through a bulwark defence. Having reduced routes to objectives also focuses the players.

Deciding on only 2 floors is a good idea and adding vertical combat oppotunities adds dynamism to a map. The ramp room in 2fort, the secondary cp in badlands, and most of the buildings in A/D maps lead to a higher platform (not necasserily a whole new level to the map, but higher ground). So don't be afriad to add more levels to your map but only make them unique oppotunities for defence or ambushing.

What you will always want to avoid is your layout becoming too complicated. I.E. cp_steel. It's a lovely map, but i still don't know where the hell leads where. Having large uniform buildings reduces your creativity with what you can do both inside and out with them. I look forward to seeing what you come up with. I'd say look at goldrush and hydro for your main refence material as goldrush contains good layout 'advice' and hydro seems themed in style to what you want to pull off. But of course, you can always look at other maaps too.

These maps are available (in decompiled, vmf format) in the download section if you do not already have them.
 

Fraz

Blu Hatte, Greyscale Backdrop.
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Dec 28, 2008
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I know what you mean by steel, It was way complicated. Im thinking of simplifying the tunnels so as there isnt as many routes. Removing only one or 2 entrances I think could simplify that area. I've already got the tunnels created with brushes, I still need to add my final textures and add props and stuff. I'm glad with the amount I have completed today. I'll post screenshots of the basic thing I have asap.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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If you're having trouble with scaling correctly within hammer, try adding in a few prop_dynamics using the player models, demoman, hw guy, sniper etc. (Using prop_dynamics means that you can leave them in and it wont break your compile; or you can just set them to a custom visgroup and turn them off when you compile >reference<, but be aware these will block passage so if they block a doorway you'll need to noclip through them if you do leave them in). Just so you get a feel for where you need to form your geometry next. Better to catch scaling early.

I've used it here and it was very useful:
http://img.photobucket.com/albums/v213/grazr/maps/flint3.jpg
http://img.photobucket.com/albums/v213/grazr/maps/flint5.jpg

When you start to finalise your layout. Try and wind your corridors a bit more. Long corridors are also a bad habit of begginer mappers. It's not gonna be so important now, but something you'll need to consider as you release your first plat tests (changing from alpha to beta testing).
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Oh, and excuse the double post. Just some specific layout advice:
sewer.jpg

If you layout your sewer room and entrances like this it would be better for a number of reasons.

A) People will not shoot/spam across the divide. Hesitating to attack/complete objectives through fear of pointles death.
B) Optimisation reasons. Zig zagging layouts in this manner breaks up line of site to detailed area's
C) Combat will ensue within the room itself, compacting battles, creating more defined chokepoints where snipers don't always have an advantage over all other classes.
D) More of the room gets used. With a straight line to the objective players will only move forwards ignoring the room altogether. Using this layout will mean players will strafe to avoid fire and use the walls as cover, making your map more fluid.

Optional advice. Dynamic doors at the far end of each entrance way. This will allow you to include areaportals more effectively and block direct line of site adding anticipation to the area. (much like entering or exiting the main bases on badlands).
 

Fraz

Blu Hatte, Greyscale Backdrop.
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Dec 28, 2008
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I need ze help, my respawn room doors are infront of the info_player_teamspawns or whatever they are. I have a func_respawnroomvisualizer, will that stop people shooting into the respawn room? I just dont want greifing on my map. (BTW the door is a little bit away from the people spawning so someone would need to be in the trigger for the door to open before someone can shoot in) Is there a way to stop flames, bullets nades etc from going in?
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
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It shouldn't be neccesary.