Well_event

CP Well_event rc4

Spipper

Former cheese man Gorgonzola
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Feb 18, 2012
246
407
Well_event - What horrors await you in the Hotels of Hell...?

After 4 years, the Halloween makeover of one of TF2's oldest maps - cp_well - is finally complete!

Welcome... to Hotel Hell!

In addition to the usual Halloween gimmicks, such as exploding pumpkin bombs and spellbooks, the layout itself has been heavily altered in order to open up new movement options and break up the stale and chokepoint-heavy gameplay of vanilla cp_well.

IMPORTANT: Requires a .nav file in order for the skeletons to work properly! Generate your own with nav_generate or download this one: https://www.dropbox.com/s/ic763hnwomwnph0/cp_well_event_b2a.nav?dl=0

Uses following custom content:
Blu wallpaper textures
Blu manor props

Screenshots:
View attachment 88640
View attachment 88641
View attachment 88643 View attachment 88646
 
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Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
... well, that took its time, didn't it? Now that the first beta version of this map is uploaded, I think I will write a little about the differences between this map and stock cp_well, as well as future planned changes.

(To begin with, I would like to point out that the banners at the final point and the "ghost" train are temporary assets).

Implemented changes:
  • Capturing a control point now dispenses a rare spell.
  • Added spellbooks to the map. The single rare spell under the final point respawns after 90 seconds.
  • Nobuild'ed the canals, to prevent engineers from building underwater (about time eh?)
  • Opened up a pair of windows on the facades of the hotels and added small balconies. This means defenders coming from the 4th point now has a one way-route out of the hotel, while attackers can rocket/spell jump up to the second floor.
  • The one-way door leading to the canal has been removed. The underwater tunnel now exits close to the 2nd/4th control point, creating a new flank route for attackers.
  • The middle staircase in the lobby leading to the second floor has been replaced by two staircases at either side of the lobby.
  • staircases, connecting the second floor to the third floor, has been added to increase mobility between the floors, and help the team attacking the final point rotate more easily between high ground and low ground.
  • Much more health and ammo have been added, usually in the attackers' favor.
  • Upon capturing the 2nd/4th point, the defending team will respawn instantly (using ForceTeamRespawn) in order to avoid steamrolls/sneaky backcaps.

Planned changes:
  • Replacing temp assets.
  • Fixing displacement lighting errors.
  • Adding "Hell segment penalty" as a punishment for running out the timer: Essentially, the initial time and time added on capture will be decreased. Running out the timer will force both teams to respawn in a randomly chosen arena, where they will fight to the death. The winning team will gain a huge buff (rare spell + ubercharge) that hopefully will be enough to break the stalemate.
  • Upload the map to the workshop

It has been a lot of work so far, but I'm very positive about how this map is turning out.
 

YOYOYO

41 crashes and counting
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Jul 10, 2017
588
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This actually looks pretty well done! Good job.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Updated cp_well_event to b2a (yeah sorry about the strange version-ing)
Also known as:
The Spooky update!
mMrltfn.jpg


  • Added timeout event: When the timer runs out, several team-colored skeletons spawn from your last captured control point! The team which owns the most cp's will be awarded six skeleton kings, while the team with the disadvantage will only have two. The intention is that this event will push the winning team to a victory, with the losing team still having a chance to defend itself. Remember to download the .nav file or generate your own with nav_generate!
  • Decreased the timers initial/max time to five minutes.
  • Capturing a point only awards you two minutes.
  • Fixed the chickenwire fence at 2nd being non-solid.
  • Various other small changes and fixes.
Note: currently, the edict count of the map, when there are no players around, is around 1360. Normally, everything under 1400 is stable, but since this is a Halloween map with spells and skeletons, this might cause problems. Please notify me if you get the "no free edicts" error.

Link to .nav file: https://www.dropbox.com/s/ic763hnwomwnph0/cp_well_event_b2a.nav?dl=0

Read the rest of this update entry...
 

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
QUOTE=several team-colored skeletons ][/QUOTE]

How were you able to do this?
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
How were you able to do this?

As you might know by now (saw your old thread), you can't set the teamnum on tf_zombie_spawner by an output or turning off smartedit. But you can target the tf_zombie itself!
Create a trigger_multiple brush around the spawner, make sure the "npc" flag is checked under flags (you may also want to uncheck the "clients" flag).
Using !activator you can then send the tf_zombie a SetTeam and Skin output:
GkSLKTT.jpg

(This is for a red skeleton: SetTeam 2 = red, Skin 0 = red)

That's it! If you want to avoid the skeletons switching teams when they walk through the trigger, you can use team filters. You can also filter the skeletons only using a filter_activator_class with the class set to tf_zombie (plr_hightower_event uses such a filter). Useful if you want to clean your map of skeletons.
Also, if you want them to trigger other triggers around the map (e. g. a door trigger) remember to check the "npc" flag.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
That skeleton colouring is pretty neat trick. Nice work.

Didnt look the map yet but i see you've also put in a lot of work to this. Gonna take a look at it soon!
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
540
Had a look at this. Parts of the map, especially when exiting spawn are really dark. Might want to lit them up somehow. I like the tower, its cool looking but you cannot see that from mid area on either side. I see its due to optimization reasons but just made me wonder.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Had a look at this. Parts of the map, especially when exiting spawn are really dark. Might want to lit them up somehow. I like the tower, its cool looking but you cannot see that from mid area on either side. I see its due to optimization reasons but just made me wonder.

Thank you for taking a look at the map! I just gave the last area a new lighting pass, which should light up some of the dark areas, though there are some areas that I will intentionally keep dark, to enhance the spooky mood (none of these will be gameplay areas save for a few corners and nooks)

I could easily move the tower to the skybox, but I like that it only renders when you arrive at the final areas. The map is heavily inspired by Lucio Fulci's movie, The Beyond, which is about a haunted hotel that acts as a gateway to hell. Having the small hotel corridors suddenly open up to huge gothic structures gives the map an almost non-euclidean and surreal feeling.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
So here's a quick update that was originally scheduled to be released Friday, but I suddenly had to attend an Oktoberfest party (that already started 12-AM) instead. So instead I postponed the update. Life is tough huh?

Now on to the changes!
  • Lighted up the final area thanks to the power of phantom lights!
  • Packed the .nav into the file. (Does this break workshop maps or is that a rumor?).
  • Opened up a lot of doorways around 2nd. This should also increase the visibility of the stairs connecting the 2nd floor with the 3rd floor (nobody used these stairs in the playtest).
  • Added an additional spell at last and moved them into more visible positions (nobody found the lonely spellbook above last)
  • removed a spell from middle.
  • Reduced edicts to 1291.
  • Increased 2nd's time to cap to 10 seconds, and last's time to cap to 7 seconds (both of these times are for scout capping speed). I feel this is a change that makes the map a whole lot more enjoyable, since the teams actually have to fight for the last cp, and the areas between 2nd/last get a lot more usage.
  • Added train reskin.
  • The map does not suffer from leaks, I have never released a map that suffers from leaks and I will never release a leaking map. It's the HDR + colorcorrection + textures with low reflectivity that creates the super dark areas. Just a heads up.
Additionally, I know that you guys hate cp_well and think it's puzzling why I chose to make a Halloween version of the worst 5cp map in TF2. But that's exactly why I chose cp_well: I believe it can be a very fun map if some of its issues are addressed. Also, well rhymes with hell hehe.

Read the rest of this update entry...
 
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Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Here are some new screenshots btw:

Last with new lighting pass:
SpQnp0U.jpg


Increased space around 2nd. Notice the large doorway leading to the stairs:
vTg3qr3.jpg

xH7157v.jpg

7EXs4bI.jpg


The scary ghost train. Boo!
SqqAu9v.jpg
 

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
Yay! the lighting nicely fixed. I like it, good job.
 

Yrr

An Actual Deer
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Sep 20, 2015
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For the most part this looks really well-done, however I feel like the last control point looks really out of place with the blood, metal grate, and bright red lighting.
(Some areas also still look way too dark, but that's high up, not in playspace)
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
For the most part this looks really well-done, however, I feel like the last control point looks really out of place with the blood, metal grate, and bright red lighting.
(Some areas also still look way too dark, but that's high up, not in playspace)

Thanks for the feedback! Can you elaborate a bit on the point feeling out of place? Does the texture selection not fit with the surrounding area? Do Blood Pools feel a bit too edgy for TF2's Halloween theme?
I got similar feedback on the previous test, but I'm not really sure what's wrong with it.

I agree that some areas a bit too dark: The tall towers (especially on red side) could use a little bit of subtle lighting to make it stand out a bit more. The ceiling in the corridors at room 666 could also use a little touch-up since they are nearly pitch black. I will keep the spires and large building facing last in the dark though - I like the black silhouettes against the night sky.


Also a big thank you to anyone who has been commenting so far. Your comments are very encouraging and useful!
 

Yrr

An Actual Deer
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Sep 20, 2015
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Does the texture selection not fit with the surrounding area? Do Blood Pools feel a bit too edgy for TF2's Halloween theme?
Basically that lol

(also blue's is red? probably avoid team coloured Things that don't match the surrounding, uh, team colour)
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Basically that lol

(also blue's is red? probably avoid team coloured Things that don't match the surrounding, uh, team colour)

Hmm ok I will see what I can do. The reason for blue's pool being red is due to blood being, you know, red. But I agree that it's a bit weird with the red colored lighting at blue's point.