WiP CTF_TheLimit_B2

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
No more stealing, I promise.:sleep:

Well it was time for an update anyhow...

Here's the replacement cpu room, I think these new rooms fit the basic theme better now
ctf_thelimit_b20030.jpg

A view inside the brand new office.
ctf_thelimit_b20026.jpg

Getting back on track, here's the exit for one of the small tunnels I recently added. These lead from the warehouse into the bases.
ctf_thelimit_b2short0006.jpg

I've also added a passage to merge with Red's tunnel.
ctf_thelimit_b2short0005.jpg


Both of these tunnels are one way at the moment, I'm thinking of the gameplay that would be involved.

It also has occurred to me that the Sniper is the only class you have to design against.:001_unsure:

http://forums.tf2maps.net/downloads.php?do=file&id=231
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
much better than the first version.
just wondering why you made it so you cant get out of tunnels in middle.
only other complaint anyone had was the sentries being built in cap zone.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
whats with the top of the door?! It scares me!, anyway, try using brush lights for the bottom of flouescents instead of normal lights:

Make a brush the size of the model nodrawn
Make the side facing down a lights/ texture (blue)
Tie to entity -> func_brush
Render Mode: Dont render

and mabey a few light spots and point_spotlights will give you better effect and brightness
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I wasn't sure how the light textures worked, is it like an entity light, emitted from the texture? It really would help get rid of the "light explosion".

About the tunnels, I really was wondering how a one way tunnel would work, but the reaction seems negative so I will change that too.

I was also thinking about making the spawn room bigger.
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
as soon as that door opens,if there is one or more level 3 sentry in the room with engineers guarding them,its almost impossible to get in,especially on a public server.
i would suggest that the entire room be a cap point,if you can make it that far and through the door with the intel,you deserve to have the cap.or make the cap zone start where the blue or red emblem are on the floor.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
That's a broken wall, it only looks like that after the func_breakable that covers it has been destroyed.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Well, I've added some func_illusionarys under the florescent bulbs, and it seems the larger the brush the more light it gives off. :blink:

No pics yet, as I'm compiling the map as we speak.

I also made an alternate room that might help the turret problem.
 
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TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I finally got all these to work.
ctf_thelimit_b2a0010.jpg

Some of them were embedded a little in the models.
Here is an alternate cap room, the "button" is where you cap, and it teleports the capper home just after he captures the intel.
ctf_thelimit_b2a0003.jpg

Here are some some lights at the top of Blu's stairway.
ctf_thelimit_b2a0007.jpg
ctf_thelimit_b2a0008.jpg

I will update the file hosted here, and I might include both the changes to theLimit_b2 and the alternate map theLimit_b2A.
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
i like the alternate cap room,would it be possible to have it so that a capture ends the round,winning team gets all crit hits on losing team,then it resets.
i have one on my server like this now,i believe its ctf torch that works that way.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
i like the alternate cap room,would it be possible to have it so that a capture ends the round,winning team gets all crit hits on losing team,then it resets.
i have one on my server like this now,i believe its ctf torch that works that way.

A One Cap per Round Map? Okay, I'll make the next releases that way. I'll have those packed up by tomorrow.

What texture did you use on the bars of the sewer entrance?
Do you mean the pipe with the bars in it? That's a whole prop.

The name of it is: sewer_grate_end01.mdl, it's in props_farm.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Nice looking cap room there totalmark, one problem that caught my eye, your using overlays for the hazard signs around the flag capture right? It looks really odd, mabey add brushes and make it a complete circle, overlays like that look odd. you can use the same texture with brushes
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Nice looking cap room there totalmark, one problem that caught my eye, your using overlays for the hazard signs around the flag capture right? It looks really odd, mabey add brushes and make it a complete circle, overlays like that look odd. you can use the same texture with brushes

Yeah, I thought about that, but then I also thought: "Maybe Red and Blu have special rolls of stripey tape they mark capture points with."

I used the decals with the ripped edges.

EDIT New File:http://forums.tf2maps.net/downloads.php?do=file&id=241
 
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