WIP CTF_Call2Arms

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
This is a first map effort - it is a joint effort. Here are some early screenies followed by some 'afters'......

Here is the red intel room BEFORE......

Intel.jpg



and now....

hl22008-03-1722-04-27-89.jpg



...and the Blue Intel room...now..

hl22008-03-1722-06-18-73.jpg



The 'Cavern' before....

in.jpg



and after......

hl22008-03-1722-02-14-84.jpg



Cavern - from the higher level, before....

in1.jpg



And now...

hl22008-03-1722-36-33-71.jpg



and finally Blue generator room.......

hl22008-03-1722-40-47-50.jpg



Date and time of the FIRST alpha test for gameplay for CTF_Call2Arms is very soon, where we want to make sure it plays CTF well....

Comments and feedback would be welcome

Nosher & Stinky
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I like it, it's very well lighted, but I don't like the water texture, seems more like a HL2 texture.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19

Map looks great but those sharp corners are bothering me... why would someone make a corner like that? (architectural wise) I know you have squared the end off but it still looks unrealistic or impractical. Anyway, all other stuff looking great, just add some details and your good.
 

poopster101

L4: Comfortable Member
Jan 28, 2008
155
5
very nice looking
cant wait to play it
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
I like it, it's very well lighted, but I don't like the water texture, seems more like a HL2 texture.

Point taken - and I will look at other TF2 water textures.....

That said, Stinky and I are working flat out to get it ready to test game play (just to make sure the CTF gaming element works)

Cheers for the feedback
Nosh
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Map looks great but those sharp corners are bothering me... why would someone make a corner like that? (architectural wise) I know you have squared the end off but it still looks unrealistic or impractical. Anyway, all other stuff looking great, just add some details and your good.

Mmmmm - to be fair, you need to see that particular wall creation and structure 'in game' - it has not been made to look structurally accurate, but more of a class balancer within TF2....the alcove can now house a sentry, transporter, supply station, Spy recharging cloak (if crouched, you cannot be seen from the window), etc etc...

Thanks for the feedback!
Nosh
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Awesome job so far! Especially for a first map. I like the volumetric light/dust particle effect going on in the main cavern. Be careful with the sloped ceilings as in the blue generator room, they can really screw up visibility calculations.

Point taken on the sloping ceilings....

Thanks for the feedback..

Nosh.