ctf_pool_v2

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
ctf_pool_v2

*NOTE*

MUCH HIGHER quality screenshots are contained within the zip folder of this map


***Changes in V2***

-Added a skybox that looks AWESOME!
-Widened the pool area and improved the "lilipads"
-Smoothed the spawn room roofs and changed the building roofs
-Faster opening doors
-Lights in the underwater tunnels, for looks ;]
-Added bushes around most of the grass, also for looks :D


***CTF_POOL FEATURES***

-Drainable Pool, (hit the drains in the pool)
-Breakable walls
-Sniper / Lifeguard towers


***About ctf_pool***

This is just a small and fun map with a really awesome pool. There really is no need for more of a description, when you can just look at the screenshots.

***DEMO VIDEO***

[ame="http://www.youtube.com/watch?v=jYDUQYbT0M8"]YouTube - ctf_pool_v2 Demo[/ame]
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Looks good but a few comments.

1. feels very boxy. the skybox as well, maybe add mroe trees and block off some angles.

2. the doors have a pause before opening. Increase the trigger area or increase the speed.

3. Water lower/raise is a cool idea, but i didnt see a "how to" decal over the button, most players will be lost.

4. The water concrete "lillys" seem like wasted space. Because there is little advantage and more of a disadvantage to going out onto them. It'll make you a simple target.

1. First of all, I added a skybox and gave it trees and buildings and hills.

2. I increased the door speed by about 200.

3. I added icons by the new drains to signify that the water can be lowered.

4. I increased the size of the pool to persuade players into using the lilipads.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
no need for a"first of all" we're here to help =)

1. May want to add some roads and stuff "heading" to the pool house. Maybe a neighborhood to fit your theme. Make the players feel they are in a public pool area

2. Your demo was hitting the door still. the speed is great where it is, perhaps increase the brush size a little.

3. I didnt see that, my bad. video is down now =(

4. Problem isnt the size, its that the "lillys" are not providing any advantage, cover or benefit for players when they hop on them. It would almost be a bad move to expose yourself by hopping on them.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
How do I increase the "trigger" area of the door? I never could figure it out =\
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
How do I increase the "trigger" area of the door? I never could figure it out =

Are you using a trigger area to open the door? or are you just using a door brush with "OnTouch" turned on?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
ah, check out this tutorial

http://developer.valvesoftware.com/wiki/TF2/Team-Specific_Doors

that will give you the basic idea for how to just create a plan door.

Its basically... *tries his best*

Create a trigger textured brush in the area covering both sides the doors, this will be your "trigger areas".

select your trigger brush "CTRL+T" and scroll down to "trigger_multiple"

go to your door UNCHECK "OnTouch" and name the door say, "pool_blue_left_door"

Now go to your Trigger brush and go to the OUTPUT tab.

Set it up like you see here.
trig.jpg


What this means.

OnStartTouchAll - means when i player enters that area, open that door
OnEndTouchAll - when i player leaves that area, close the door.

Select ADD

Now go to "OnStartTouchAll"
 

kimangroo

L3: Member
Mar 15, 2008
111
6
You need to make a brush with the trigger texture, ctrl+t and set its class to trigger_something or other (sorry I don't have hammer open and cant remember right now!). Then in the outputs section, you add a new output, of onstarttouchall aimed at your door, set to open... I think that should work.

If you fiddle about with it you should be able to make it work well enough until someone who actually knows what they're talking about gets back to you!

**********EDIT - ah well ignore the above, the cavalry's already arrived ^^************

BTW I had been trying to get moving water working in my map with no success until I came across your's. I decompiled it and found out you were using func_water_analog and a moving water plane texture. So thanks for solving my problem! I was wondering though, how did you work out that this was what you needed to use, did you find a tutorial or article somewhere? If possible I'd like to change the way you don't really get any underwater effect other than the bubbles....
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
You need to make a brush with the trigger texture, ctrl+t and set its class to trigger_something or other (sorry I don't have hammer open and cant remember right now!). Then in the outputs section, you add a new output, of onstarttouchall aimed at your door, set to open... I think that should work.

If you fiddle about with it you should be able to make it work well enough until someone who actually knows what they're talking about gets back to you!

**********EDIT - ah well ignore the above, the cavalry's already arrived ^^************

BTW I had been trying to get moving water working in my map with no success until I came across your's. I decompiled it and found out you were using func_water_analog and a moving water plane texture. So thanks for solving my problem! I was wondering though, how did you work out that this was what you needed to use, did you find a tutorial or article somewhere? If possible I'd like to change the way you don't really get any underwater effect other than the bubbles....

[ame="http://www.youtube.com/watch?v=FRCIJFuMupY"]YouTube - [CIA] Hammer Editor - Water the works[/ame]

This taught me how to make my water. :D
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
i think this map would play better as a reverse ctf map,take intel from your base and cap it in enemy base while other team is trying to do the same.