Choppa

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
First off, get some more screenshots, and use these tips too http://forums.tf2maps.net/showthread.php?t=4223

The map has some sections that are very open and snipers can absolutely dominate in. In your screenshot, for example, you can have a sniper attack from any direction pretty effectively. Some additional cover would patch that problem up.
 

Howling

L1: Registered
Jun 16, 2009
26
3
First off, get some more screenshots, and use these tips too http://forums.tf2maps.net/showthread.php?t=4223

Thanks! Done and done. Wrote the tips down, great screeny making now.

The map has some sections that are very open and snipers can absolutely dominate in. In your screenshot, for example, you can have a sniper attack from any direction pretty effectively. Some additional cover would patch that problem up.

Yep, but are the proportions decent? I'm not so keen on the windy valleys on both sides. I'm thinking of making 1 larger valley down from the frontyard, splitting somewhere towards both the red and blue intels. With some corridors too, helping some of the other classes. IE: old mines?

Currently both valleys have rocky pillars (suggested, obviously) where a scout could jump across or a demo or soldier could blast on to. But indeed; more cover 'gainst snipers is definitely a must-have.
 

Howling

L1: Registered
Jun 16, 2009
26
3
Hey I wanted to post a quick update, just to give a hint at what's going on. Right now I'm in the process of changing the map from a blocked out Alpha 1 version to a much more finished looking Alpha 2 version, including the displacement maps. A lot of detailing and obviously balancing left to be done. Here's an overview with what and where:

ctf_choppa_a002_map.jpg


I'm not yet sure about the way the Gorge is a second open area. There's a main route going straight through the middle of the Gorge and the Main Yard to the Helipad. Great for flagbearers.

ctf_choppa_a0020003.jpg


ctf_choppa_a0020002.jpg


So far I've been busy with the 3D skybox and the intel, which is situated in a drydock in a natural bay. I'm having some issues with lining up the skybox though. And the sky isn't smooth but looks boxy, still gotta read some tuts on that.

I'm trying not to make the dock a deathtrap for scouts, adding plenty of gettaways and more cover soon aswell. Added a func_nobuild perhaps. I can't wait to do the facade and interior work for the warehouse, which should prove a challenge and fun for engineers and spies. Darker and blockier, great for jumping perhaps... We'll see :)
 
Sep 1, 2009
573
323
Looks quite nice and thought out, and try and make sure it doesn't favour one class over another otherwise when its complete your have entire teams composed of one class.
 

Howling

L1: Registered
Jun 16, 2009
26
3
Beta 3

Changes;
  • Ditched alpha 2, started from scratch
  • Reorganised the map's layout
  • Identifiable areas with their own characteristics
  • Healthkits & ammo
  • No deathpits

Download: http://www.bldng.nl/files/ctf_choppa_a3.bsp.bz2

I would love to hear some 'on the ground' feedback. :blush:

Screenshots:
ctf_choppa_a3_01_overview.jpg

ctf_choppa_a3_02_harbour.jpg

ctf_choppa_a3_03_intel.jpg

ctf_choppa_a3_04_battlements.jpg

ctf_choppa_a3_05_yard.jpg

ctf_choppa_a3_06_helipad.jpg


Extra screenshots:
ctf_choppa_a3_10_neighbours.jpg

ctf_choppa_a3_09_secret_access.jpg

ctf_choppa_a3_08_oceanview.jpg

ctf_choppa_a3_07_tunnel.jpg


To Do:
  • Scaling areas,
  • Test choke points
  • Balance
  • Detail