[WIP] cp_canalzone2

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
So I am finally going to post something against my better judgement. Oh and this post itself is a WIP. Gonna post the old CZ2 screenies first and then work in my new stuff.

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CanalZone2 Remake

Ok so I finally have gotten at least one of my buildings to the point that I am willing to post some screenshots. I've talked a lot about this level in many of my posts but I am going to present the whole concept here. I will also post screens from the original map so ya'll can see how the two stack up.

Map Concept:

- Five control points, all neutral to start, all cappable
- Need to carry your flag to the cp's to capture them. Each team has 3 flags.
- Flag carrier in the original was slowed, debating on using speed penalty for TF2 version.
- Scoring system was gradual, for every 30 seconds a cp was held, a point was awarded.
- Win by: scoring 100 points OR by capturing all 5 points.
- A very open (non-linear) layout, multiple routes avaiable to get to all points.

TFC version of CZ2 screenshots:

The map is a mirrored affair. First screenshot shows you the basic layout. I'll refer to the numbers to try and explain the other pictures. Blue and red bases are colored respectively.
- Flagroom Map/Layout
- Flagroom
- Base interior, Base exits, View from battlements
- Base exterior, Outside base looking at Point 5
- Inside Point 1, Still inside 1, Inside Point 5
- Inside Point 2, Still Point 2
- Sewers area between point 2 and 3 (sewers proper run under 3)
- Center Point (Point 3)

My stuff so far:

Well so as you see from the screenshots the buildings were very blocky, all a bunch of retangles mainly. Not very realistic at all. I have tried to update. Also there was a heavy reliance on crates in TFC version. I am trying to find creative ways to replace some of the crates, although i will want to have a few (these places look like warehouses after all.)

To-Do:

1) How do i replace all those crates?
2) Need to work on the roof of each base, currently its cut off
3) Need to work on the flagrooms for each base
4) Lighting and Optimization (yeah havent gotten that far)
5) Lots of texture work to be done.

Completed:

1) Team scoring system works
2) Display in % for each team score displayed constantly
3) Basic layout for map is done

So some screenshots:

Layout:


Blue Warehouse (Point 5)




Center (Point 3) - Here you can see my crate dilemma. In the original this area had lots of crates, both down below and in the upper area as well. I need a way to fill the space without using an overwhelming number of crates, but the models I can use dont really work it doesnt look like.



Red Warehouse (Point 1)




Heh in retrospect these pictures look pretty pathetic. Theoretically lighting should make a difference, but I am somewhat discouraged at this point. The overall look is not very TF2-like.
 
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phatal

L6: Sharp Member
Jan 8, 2008
259
21
Glad you guys like this map. Because my map is very plain, kinda like this one. Not an insult... just hard to make a good level with concrete and metal. You really need a lot of wood to make a decent looking level with tf2.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Well i will be using wood for more "support beams" like you can see in the Point 1 pictures. Currently the red base is made of wood, but it doesnt look very good.

Perhaps to make my goal more clear, if i ever get that far, my theme was going to be nuclear versus solar/wind power. Blue is going to be the cold/concrete/steel nuclear team, and red is going to be the brick/wood hippie side. Oh and blue is using the nuclear fuel rods to make nuclear missiles, and red is trying to make some kind of solar powered laser. Heh most of that would play out in hte 3d skybox but of course i am not going to worry about that until the map proper is nearer completion.

I will do a few other things to try and highlight the differences, so that its easy to tell what side of the map youre on. Red team will have yellowish lighting, like usually seen with lightbulbs, blue will have white/blue tinged lighting, like florescent lighting. Red will have its outdoors part covered in sand, including the canal. Blue will be flat concrete (the two will meet in the sewers under point 3.)

If anyone here has played the TFC version, id love to know what yall think. One major difference is that hte TFC was set at night time, and this one will clearly be a daytime affair.

Also another concern is that I am going to have to block off a lot of the roof space. For example the roof on Point 1 and Point 5 are just too big to allow anyone up there, where they could dominate a large swath of the map. Also the roofs around point 3. In the TFC version there was no roof access, and i think i want to keep it that way. However I have no good way to make it visually apparent that youre not supposed to be on the roof. Ill simply use player clips to block them from getting up there, but im sure many will complain.
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
You're brilliant. To me wood in a rocket silo doesn't make sense. I'm using some wood for storage cages and racks to fill the void.

See and to me wood being the insulation for a nuclear silo is just the kind of goofy crap that seems to fit right in the atmosphere. I've always seen it as these teams are so reckless in going after another to try to wipe each other out that safety is not a priority. I think a wooden nuclear silo goes right along with this recklessness ;)

Although TBH I don't think wood is necessary at all to make a good looking TF2 map for the record :p

PS yes I know I'm brilliant
 

Kirko

L2: Junior Member
Jan 16, 2008
58
0
PLEASE dont forget to do the hidden health packs! my favorite part of the whole map!