New File Added: ctf_delivery

saucyboy

L1: Registered
Feb 22, 2008
7
0
Downloads: A new file has been added by saucyboy:

ctf_delivery

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Delivery is a reversed CTF map, focusing in fun, action and balance.
Reverse CTF means, the enemy's Intelligence are in YOUR teams base. You shall take the enemy's Intelligence the the OTHER teams base to score!

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Todo list:
* Change the stairs into ramps. (Fail Medic @ tf2.deadworkers.com)
* Change the depth of the water in the tunnel so a pyros fire gets extinguished when you crouch. (Fail Medic @ tf2.deadworkers.com)
* Fix the texture alignment of the water textures. (Me)
* Rename the map to "reverse_ctf_delivery". (3_stooges_geo @ TF2Maps)
* Make the Intel more visible when coming out of spawn. (3_stooges_geo @ TF2Maps)
* Add a message when you first spawn, starting what the objective is. "TAKE THE INTEL TO ENEMY'S BASE CAPTURE ZONE!". (3_stooges_geo @ TF2Maps)
* Add the same message when you do pick up the Intel. (3_stooges_geo @ TF2Maps)
* Change the textures in the Hallways. (A Clever Bullet @ FPSB)
* Add lightning props. (A Clever Bullet @ FPSB)

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Map Info:

Name: Delivery
Filename: ctf_delivery_b1
Type: CTF (Reversed)
Version: Beta 1.0
Compile Date: 07/03/2008 (DD/MM/YYYY)
Compile Time: 4 minutes, 53 seconds

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Author Info & How to contact me:

Creator: Patrik "saucyboy" Holmberg (also go by the nick "Sås")
Email: zace_@hotmail.com
SteamID: http://steamcommunity.com/id/saus
Website: http://www.jalba.se/headz/ (Swedish site)
Control Point forums (tf2.deadworkers.com), I go by the name "saucyboy" there.

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Installation:

Extract the zip file to
..Steam\steamapps\%username%\team fortress 2\tf\maps

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How to provide good and usable feedback for me:

1) Layout & Theme
- How does the Layout look for you? Is it hard to understand how the map goes? (Considering all the routes you can take.)
- What do you think of my choose of theme? (Like VALVe own maps. RED = Warm colors, Natural materials, Angular gemetry. BLU = Cool colors, Industrial materials, Orthogonal forms.)

2) Textures
- Do you like the RED/BLU's textures? Should I replace any of them?
- Any textures missing?

3) Displacement(s) (I am really bad at making displacement cliffs)
- What do you think of my displacement(s)? (Everything with a cliff texture will be displacement'ed. But at this time I wanted to focus on where the players will be running/fighting.)
- Need another cliff texture for my displacements?
- Tips on how make a curved displacement(s).

4) Lightning
- Are the lightning placement good?
- Any light that needs to be moved/removed?
- Anywhere that's needs to have more lights?
- Any place that's very dark and needs to be brightend up?
- Any place that's very bright and needs to be more dark?
- Is the environment light good?

5) Props (I've Added some, but not much.)
- Tips on where to put props.
- Tips on what props to use.

6) Optimization (I've tried to optimize the map as much as I can, I hope it helps to people who have old computers, like me.)
- Any specific place where you get low fps at? (Screenshot of the place would be most appreciated.)
- Does it run smooth on your computer?

7) Gameplay (This is the hard part.)
- What makes this map fun?
- What makes this map boring?
- What could be done to make this map more fun?

8) Playerclip (Restricting area for players)
- Any place where it needs to be added?
- Any place where it needs to be removed?

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Other Notes:

I want to say thank you to Control Point community for being awesome.
And I also want to give a shoutout to their awesome TF2 Podcast at tf2.deadworkers.com

Control Point (tf2.deadworkers.com) - http://deadworkers.com/forums/viewtopic.php?f=24&t=1466
TF2Maps.net - http://tf2maps.net/showthread.php?t=1166
Steampowered.com - http://forums.steampowered.com/forums/showthread.php?t=658531
My website's forum thread (Swedish site) - http://www.jalba.se/headz/forum/viewtopic.php?f=79&t=60

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Files contained in the zip file:
ctf_delivery_b1.bsp - The map file.
ctf_delivery_b1_readme.txt - The ReadMe file.
ctf_delivery_b1_english.txt - Objective description file.

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Last edited:

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
looks good so far,the only problems i see right now are:
1)map name should contain "reverse" in it "reverse_ctf_delivery"
2)Intel should be more visible when coming out of spawn.
3)there should be a message when you first spawn stating what the objective is"TAKE INTEL TO ENEMY BASE CAPTURE ZONE!"
4)there should be the same message when you do pick up the intel.
i used this when i switched another map to reverse,it scrolls a message across the center of screen showing what to do when you pick up flag.
{
"origin" "-2854.034180 108.073425 40.031250"
"TeamNum" "2"
"targetname" "flag_red"
"GameType" "0"
"angles" "0 0 0"
"classname" "item_teamflag"
"hammerid" "151789"
"OnPickup" "text_capture_red,Display,,0,-1"
}
{
"origin" "1960.398193 -217.118851 40.031250"
"TeamNum" "3"
"targetname" "flag_blue"
"GameType" "0"
"angles" "0 0 0"
"classname" "item_teamflag"
"hammerid" "151806"
"OnPickup" "text_capture_blue,Display,,0,-1"
}
{
"origin" "1266.87 -277.936 1734"
"channel" "1"
"color" "255 0 0"
"color2" "192 192 192"
"effect" "2"
"fadein" "0.1"
"fadeout" "0.2"
"fxtime" "0.01"
"holdtime" "4"
"message" "TAKE INTEL TO ENEMY BASE CAPTURE ZONE!"
"spawnflags" "1"
"targetname" "text_capture_red"
"x" "-1"
"y" "-1"
"classname" "game_text"
}
{
"origin" "1266.87 -277.936 1734"
"channel" "1"
"color" "255 0 0"
"color2" "292 292 292"
"effect" "2"
"fadein" "0.1"
"fadeout" "0.2"
"fxtime" "0.01"
"holdtime" "4"
"message" "TAKE INTEL TO ENEMY BASE CAPTURE ZONE!"
"spawnflags" "1"
"targetname" "text_capture_blue"
"x" "-1"
"y" "-1"
"classname" "game_text"
}
 

saucyboy

L1: Registered
Feb 22, 2008
7
0
Alright, thank you for the feedback! I will add messages and change the name of the map for beta 2. I'll have to figure out how to make the Intel more visible.
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
Alright, thank you for the feedback! I will add messages and change the name of the map for beta 2. I'll have to figure out how to make the Intel more visible.

i would suggest that intel be made available as soon as you come out of spawn.
this way someone has to grab it right away and the object of the map becomes apparent very quickly.