Fusion

CTF Fusion B2

Ravidge

Grand Vizier
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May 14, 2008
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Can't believe I haven't posted here yet.

Just wanted to say I love the concept. it really promotes letting the enemy get away with your flag and then gunning them down at the last second for a really fast cap.

This game-mechanic is what makes ctf_fusion different really. Some people like it, others don't. Personally I love it, because It gives that extra layer of tactics to the map, do you want to protect your flagcarrier as he runs back to score, or do you want to keep the pressure on their base?

:)
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
3,814
Just a minor comment about aesthetics regarding your burning barrels. They would be pretty warm, at least above 0 :p so it would be nice to see you alpha blend out the snow to a ground texture where the barrels sit because obviously it'd melt.
 

Ravidge

Grand Vizier
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May 14, 2008
1,544
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Just a minor comment about aesthetics regarding your burning barrels. They would be pretty warm, at least above 0 :p so it would be nice to see you alpha blend out the snow to a ground texture where the barrels sit because obviously it'd melt.

Guess I can plop down a overlay of some sort, I don't really think it's worth the effort to cut up and refit my displacements. Because I'd have to up the power and make it a square around the barrel (to have the corerct blend in just that area).
 

Ravidge

Grand Vizier
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May 14, 2008
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Did some work on the middle yesterday. There is still room for improvement but it's decent enough to show I think

Team_Fortress_2-2010.05.03-21.58.25.jpg


Redid the bridge from scratch, it's much wider, has a somewhat realistic structure. A new support beam, a slightly rounded brick rectangle... usually these are placed under bridges with water beneath.. but I needed this kind of design for gameplay reasons :)

Some color added to the scene with the new texturing on the side buildings. It's not much color I admit, but it's a change for the eye nevertheless. I hope people like it!


Edit:
Fusion Part 4: Detailing and Deadlines
 
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Ravidge

Grand Vizier
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May 14, 2008
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Beta 1 released for the contest.

It's basically just detailing.
Huge thanks to Selentic and Tyker for creating wonderful models for me, for you patience and astounding work so far.

(more images later)
ctf_fusion_b10001.jpg


 
Sep 12, 2008
1,272
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I walked around in it and once again I was impressed by the original touch of this map! Tell me when there's a test!
 

Ravidge

Grand Vizier
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May 14, 2008
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Updated the OP with new screens.

And an extra, couldn't fit them all in there!
ctf_fusion_b10008.jpg
 

VIVA LA NWO

L2: Junior Member
Apr 6, 2010
74
36
When playing this map, users didn't understand the objective ("Meet the two intels together" or similar). That needs to be reworded as I had to explain it 6-7 times that it was basically the same thing as normal CTF and they shouldn't worry about it
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,694
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If I may opine:

ctffusionb10000.jpg

Texture-based monitor screens are so GoldSrc. You have people making custom models for you; why not see if they can get you a screen. There are other mappers that are interested in one.

ctffusionb10001.jpg

Those should probably be light_00x brushes with no light_spot entities. See the 2fort basement to see what I mean.
 

mdawgmike

L1: Registered
Jun 7, 2009
40
18
After play-testing this on my community's server, the general consensus is that this could benefit from some optimization. Most people (with hallways decent computers) were reporting 30-60 FPS in open areas. Other than that they layout feels very solid and the game fast paced as long as both teams didn't have a flag in hand.

I'm still not convinced on the flag mechanics of this. I mentioned in the ctf_wildfire thread it might be a good move to allow both methods to cap a flag. You could take the enemy intel back to your base OR to your team's dropped flag. Although I see in strictly competitive play the touch-only flag return would probably work good, it turtles worse than regular CTF on a public server when we tested both this and Wildfire.
 
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Ravidge

Grand Vizier
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May 14, 2008
1,544
2,818
After play-testing this on my community's server, the general consensus is that this could benefit from some optimization. Most people (with hallways decent computers) were reporting 30-60 FPS in open areas. Other than that they layout feels very solid and the game fast paced as long as both teams didn't have a flag in hand.

I'm still not convinced on the flag mechanics of this. I mentioned in the ctf_wildfire thread it might be a good move to allow both methods to cap a flag. You could take the enemy intel back to your base OR to your team's dropped flag. Although I see in strictly competitive play the touch-only flag return would probably work good, it turtles worse than regular CTF on a public server when we tested both this and Wildfire.

Thank you for posting!

I might try a version with a more pub friendly capture system after the competition is over. However, I feel that the flag system I have now really is a core feature of the map and I really have fun with it when playing pugs.

Time will tell.
 

Ravidge

Grand Vizier
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May 14, 2008
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Took some time today to remedy what seems to be the main issue with the map (going by the scores it has received so far).

Even though I can't say I have any issues with my fps on the map, some apparently do, so I have gone to town with the optimization fixes. On average (and this varies from computer to computer) I now get an additional 25 fps's more over the entire map.

Extensive prop fading, more occluders around mid. Some interesting areaportals and a bunch of hints and visclusters later. I'm pretty happy with the result and I hope it was time well spent.
I also put the fire barrels as a weather effect since I figure: If you don't want snowfall particles, you probably don't want any at all.

All the pugging and random testing since I released b1 (been awhile now) has resulted in some interesting feedback. Thank you all for that.


---
And also a reminder, keep voting in the competition thread! There are a lot of numbers that need filling in for most people, and in general I was hoping more than ~20 people would vote (thats even less than there was submitted maps for this thing)
 

Ravidge

Grand Vizier
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May 14, 2008
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Uh so for b2, I've been doing some small things with the middle, it still "looks" the same, but there are some subtle changes, that hopefully will make it more dynamic.

Next on the list of changes is this!
(fullbright screenshots, beware.)
close this doorway: http://dl.dropbox.com/u/1281220/SS-2010.06.18-06.09.57.jpg
And add this doorway here! http://dl.dropbox.com/u/1281220/Team_Fortress_2-2010.06.18-06.09.10.jpg (the one at the top of the screen, under the window props).
I'm not entirely sure about this change however. I spent a good 30 minutes just running around it and looking. I wish to hear peoples thoughts before setting it in stone though... It's a pretty big change in gameflow.

I'm considering the change because the main house path in b1 is both the closest/fastest, and gives the most options for attack. I think it kinda works, but I want to spread it out a bit :)
 

Ravidge

Grand Vizier
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May 14, 2008
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Beta 2 released.

It's a small update. Made some changes to the gameflow by closing 2 passages and expanding the indoor flank route. Made a little bump in the mid so you can jump up to the metal balconies with any class (It's not easy as a heavy, but I made it a few times ;)) from the crates around the bridge support.

I still have a lot to work on, but I didn't want to take too huge of a step after such a long time without updates.

http://forums.tf2maps.net/downloads.php?do=file&id=3143&act=down

Oh yeah, I added some small optimization fixes too.
 
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WastedMeerkat

L3: Member
Aug 15, 2009
144
142
The fps in this version is ridiculous. I complained about the fps in the voting thread, but now I have no fps problems whatsoever.
 

Ravidge

Grand Vizier
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May 14, 2008
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2,818
I was wondering how long it would be until someone pointed that out ;)
it's been there since b1, all the way through the competition... I just keep forgetting about it.