WiP CTF_TheLimit

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TotalMark

L6: Sharp Member
Feb 13, 2008
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Well I guess I should make one of these for my map.

ctf_thelimit0050.jpg

Showing the outbuilding and the entrance. The "elephant door" is to prevent sniping.
ctf_thelimit0051.jpg

Showing the detail area for this end of the map, plus the sewer entrance.
ctf_thelimit0054.jpg

Most of the Blu players will start here.

Forgive the low quality, I have a slow CPU.

The intent was to make a new version of CTF_Push, but it has obviously gotten much larger than that.

A non-aligned Intel case is at a warehouse, a team must grab this case, and run it into the enemy base to capture it.

Here's the link to some other pics of it.http://s261.photobucket.com/albums/ii79/TotalMark/CTF_The_Limit/
 
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drp

aa
Oct 25, 2007
2,273
2,628
its a good start. the first pic does look a little open. tf2 doesnt really work well in open spaces. other than that, i think its good.


ps. what kind of cpu do you have?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
agreed with Pepper;

Bruash work looks good, but all the pictures lack detail and props to make it feel less "large" which can hurt pyros/medics/heavys.

Also the displacement rocks, raise the texture scale from .25 to around .45 or .55 to make it look a little more real and not so repetitive.

awesome job so far!
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I figured it looked a little vast, but I'm not sure how to close it off. Maybe some more outbuildings or some walls/barricades?

I'll try some of those corrugated metal pieces they used in TC_Hydro, also maybe some hills that look like gravel piles.


These are my CPU specs, I've had to really turn down the settings to get a decent FPS.

Sony VAIO

Pentium 4 2.41 gHz
760 MB RAM
PCI GeForce FX5200 with 128MB

I can't afford anything better.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Looks pretty good, i loved the ctf_push so i bet this one will be better
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
ctf_thelimit0086.jpg

Blu's yard now has some props to hide behind,
ctf_thelimit0099.jpg

and so does Red's.
ctf_thelimit0075.jpg

Blu's base just had openings, so I added these doors.

There's also more, but I chose the ones that show the progress on the props/ hiding places.

I'm working on a laser field for Blu's base, and the equivalent for Red's base. They will prevent the enemy from just running straight into the cap room.
 

ZargonX

L3: Member
Nov 30, 2007
109
4
Yeah, those props look like they will really help keep things from being too much of a slaughter field. Nice work.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
ctf_thelimit0105.jpg

3D Skybox Time!!!I know, the textures aren't aligned, I'll work on it.
ctf_thelimit0103.jpg

ctf_thelimit0106.jpg

Missile Command: Red Base
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
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i think you do displacements better then i do =(

looking good so far =) any pictures from inside the base yet?
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
ctf_thelimit0077.jpg

Here is an overview of the entire map! This is from earlier, but not much has changed since then.
ctf_thelimit0078.jpg

Each base has "fake" rooms that add detail, like in the stock maps.
ctf_thelimit0079.jpg

ctf_thelimit0135.jpg

About to cap... Each goal has a decal of the team it's for...
ctf_thelimit0137.jpg

like this, that makes it easier to figure the map out.
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
i'll be ensuring a few playtests of this and will revert :cool: just loaded it to the playground teamplay server and had a run about - confusing death at red catpure area when i was blue - maybe all will be clear on game start - it was only a solo test/run about.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Both hazards are team specific, Blu's only hurts Red, Red's only hurts Blu.*
ctf_thelimit0115.jpg

Blu has this laser field, like in the inspiration for this map CTF_Push.
ctf_thelimit0127.jpg

Since Red's base is in a cave, it doesn't lend itself too well to a laser setup. So I added a minefield instead.


*If you are next to someone when they set off a mine, it will kill you too regardless of team.
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
Well, as a pretty open minded gamer I like the idea of 'extras' in maps ;) it's sure to provoke controvery though ;) Thought about maybe having a noxious gas outlet instead? seeping from the cave walls - not sure if green strip fog is doable in tf2 though :? the visual cue of the lasers i got straight away - but a sign is alot more likely to be confusing> i guess it will only happen to each player once before they ask the question 'wtf happenned there :p', just makes for more admin message typing on a public teamplay server.

Anyway, I said i'd test before making comment - so i should!

Looking forward to some demoman mayhem there though :D 'mines to the right of me, stickies to the left, here i am, stuck in the middle with you' :p
 
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TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
If you don't like it, I can put in a laser field... The original map had them, so I really don't want to remove the hazards.
 

ryodoan

Resident Bum
Nov 2, 2007
409
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I second the request for noxious gas for the red side instead, unless you find props that look like explosive mines I dont think its really clear enough for the average player.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
About the gas, how about some kind of pipe prop with a smoketrail and a trigger_hurt brush? Would that work?

I FINALLY got the VGUI model browser to work without it crashing Hammer, so props are easier now.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Love the lasers! Remind me of TFC, and i loved TFC, you're right with the red not being the same as blue in terms of technology but i dont feel a mine field is appropriate, Mabey add lasers embedded in the displacement walls? That would look nice.
 
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