Derelict

.GrinderRobot

L1: Registered
Aug 1, 2008
20
1
This is my first official release, ctf_derelict. It is a CTF map staged aboard a massive cargo ship abandoned at sea. The major features include:
  • Red and Blu board the ship via tugboats that have pulled up along either side
  • Cranes over the main deck offer Scouts, Demos, and Soldiers an opportunity for acrobatics
  • Multiple routes to intel rooms
  • Cargo hold offers underground passage
  • More shipping containers than a map should contain, ever

I made a WIP thread for this last fall and had to set it aside for a few months, so I'm pleased to be wrapping it up. I'm not done yet, however, as there are several things I plan to improve upon before Final.

I am open to any suggestions or comments. As I said, this is my first map, and I've never mapped anything before. I had to learn Hammer and mapping techniques from scratch. I am eager to learn more, so let me know your thoughts.

Big thanks to everyone here at tf2maps.net. When I got stumped on something, I knew I could post here and get a concise, polite answer, usually within a couple hours. I've been on enough lousy boards to appreciate greatly the kind of support this site and its members offer.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Finally, some good boat models!

Hope you release them.
 

kwagner

L2: Junior Member
Feb 28, 2009
92
6
Excellent concept for the game. Provides a perfect excuse for the limited boundaries of the fighting area. Kudos!
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Looks more like fancy-ass brushwork. And it looks niiiice.
 

.GrinderRobot

L1: Registered
Aug 1, 2008
20
1
Thanks for the feedback. :)

The tug boats (there are 2, one Red, one Blue) were all brushwork, actually. Mostly func_detailed, of course, and the outer faces have NODRAW on them, but if people could use them I'd release them as prefabs. The cranes are a major feature of the map, too, and those are all brushes as well.

The whole boat concept keeps players contained, and the skybox and playerclips keep people from going overboard. I toyed with the idea of letting people go overboard and either swim back to a tug or die upon hitting the water, but I thought penning them in entirely gave a more traditional experience.

Here are some more pics. The first three are up already at fpsbanana. The others are others I found in my ss directory.

3380711773_4b98e64c70_o.jpg

3381531788_e85a0b0371_o.jpg

3381532864_13839ca061_o.jpg

3381513010_2b20099082_o.jpg

3380691423_c6e3a5e0ef_o.jpg

3381512246_82e43cc343_o.jpg
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
That's brushwork I guess :p This map looks beautiful, keep up the good work!

C'est pas possible! Ze textures, zey do not exist. Valve removed model textures! And besides, the shadows on the Container models were caused by bumps on the actual model, and yet the open ones still have similar if not the same textures!

Tell us your secret behind the open cargo containers!
 

.GrinderRobot

L1: Registered
Aug 1, 2008
20
1
It was pretty simple. I used VTFEdit to extract the shipping container texture as a TGA from the GCF, copied it to a new name, and made a new VTF. I also made a new VMT file (to use "LightmapGeneric" and make it react like metal). Then I just used Pakrat to include them all in the final BSP.

There are a handful of other model textures in the map that are hijacked. The barrel lids in the Hold and the cupboards outside the intel rooms, for example.

I probably did all this sometime last August. Did Valve make some change that makes this impossible now?
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I want the boats............
(and the open container)
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
It was pretty simple. I used VTFEdit to extract the shipping container texture as a TGA from the GCF, copied it to a new name, and made a new VTF. I also made a new VMT file (to use "LightmapGeneric" and make it react like metal). Then I just used Pakrat to include them all in the final BSP.

There are a handful of other model textures in the map that are hijacked. The barrel lids in the Hold and the cupboards outside the intel rooms, for example.

I probably did all this sometime last August. Did Valve make some change that makes this impossible now?

Hurm. Looks pretty good for a model texture rip. Is it bumpmapped as well?
 

.GrinderRobot

L1: Registered
Aug 1, 2008
20
1
It was an easy texture to reuse, since it's such a nice flat surface.

And unfortunately, no, it's not bumpmapped. It's on my to-do list. Or more accurately, my "find-out-if-it's-possible-and-do-it-if-so" list. I'm assuming it would involve a bumpmap image (or a bumpmap in the alpha channel) and some tweaks to the VMT, which sounds pretty doable, if I'm right.
 

Toxindude

L3: Member
Aug 2, 2012
103
4
Very nice work, I always had an idea in my head for a shipping boat map. Its like you pulled it outta my brain. Great Job!!!