- Jul 31, 2009
- 1,590
- 410
My first map.
Story: RED and BLU have two factory facilities near each other that both rely on the same source of water: Natural springs. After a few skirmishes over the allocation of this limited resource, things have come to a head. Now it's time to shut down the competition once and for all: Get the incriminating intelligence documents from their base and shut them down by releasing them to the press.
BLU's spring-water bottling plant conceals a secret R&D facility for mind-control substances. RED's fish hatchery is a cover for the selective breeding and genetic weaponization of fish. (This particular facility does not handle the mutated sea-bass initiative, since that would require saltwater.)
CTF + Capture point Hybrid: Normally each team wants as much water as they can take, but this is the end-game and drastic measures are needed: Redirect the flow into the enemy's base to swamp them and force them to open up a flow-control gate in the rear of their base. This will allow your teammates to slip in. Since holding the point prevents most enemy classes from attacking your base from the back, the best defense really is a good offense.
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Naming:
I'm calling it "Spring" because I plan to have some springs feeding the main water reservoir. If this is too generic, I can change it. I considered "Springwater" but was concerned it might be confused with Swiftwater.
Problems encountered:
Originally I had wanted to use a rising water level to allow new paths, however this became problematic since it seems I would need to use func_water_analog and would encounter problems with cheap/expensive water when different levels were visible at the same time. Because of this I added the "overflow door" mechanic and have tried to ensure there is no position that allows you to see two bodies of water which may have different heights.
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Alpha-1
I've been working on this map for about a week now, and right now I'm mainly testing the layout.
_____________________
Alpha-2
Lots of improvements. See changelog.
Story: RED and BLU have two factory facilities near each other that both rely on the same source of water: Natural springs. After a few skirmishes over the allocation of this limited resource, things have come to a head. Now it's time to shut down the competition once and for all: Get the incriminating intelligence documents from their base and shut them down by releasing them to the press.
BLU's spring-water bottling plant conceals a secret R&D facility for mind-control substances. RED's fish hatchery is a cover for the selective breeding and genetic weaponization of fish. (This particular facility does not handle the mutated sea-bass initiative, since that would require saltwater.)
CTF + Capture point Hybrid: Normally each team wants as much water as they can take, but this is the end-game and drastic measures are needed: Redirect the flow into the enemy's base to swamp them and force them to open up a flow-control gate in the rear of their base. This will allow your teammates to slip in. Since holding the point prevents most enemy classes from attacking your base from the back, the best defense really is a good offense.
__________
Naming:
I'm calling it "Spring" because I plan to have some springs feeding the main water reservoir. If this is too generic, I can change it. I considered "Springwater" but was concerned it might be confused with Swiftwater.
Problems encountered:
Originally I had wanted to use a rising water level to allow new paths, however this became problematic since it seems I would need to use func_water_analog and would encounter problems with cheap/expensive water when different levels were visible at the same time. Because of this I added the "overflow door" mechanic and have tried to ensure there is no position that allows you to see two bodies of water which may have different heights.
_____________________
Alpha-1
I've been working on this map for about a week now, and right now I'm mainly testing the layout.
- Some of the green areas in each base are a reminder to put inaccessible glass-separated rooms during detailing.
- Yeah, the bases are hard to navigate on fullbright, but I didn't want to do lighting if I had to change the layout... Next one'll have basic lights.
- I've tried to make it a reasonable size after seeing many sized-for-giants first-time maps.
- Later on I'll use particle effects to show the water is flowing in one base or another. Right now the back underwater doors just open and have a slight trigger_push.
_____________________
Alpha-2
Lots of improvements. See changelog.
- I'm trying to hammer down really good game flow first, and then go on to detailing.
- Text-editing the VMFs makes it a lot easier to mirror bases, although some things still don't flip quite correctly.
- Still no soundscapes etc. That'll be later on.
- Needs some particle effects to show that water is flowing. (Directional ripples in water, splashing water, etc.)
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