- Mar 27, 2010
- 56
- 17
ctf_commstation_a4
Red and Blu both lease space at a small remote Communications hub which they have shared with an uneasy peace for some time. Recent combat in the area has suddenly increased the value of the intelligence and data that is transmitted through the facility and now Red and Blu want the intelligence the other has gathered.
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Alright, well this is actually my third map, but the first one that I actually felt ready to post up (the first two victims of the learning process). My initial mistakes revolved around trying to go too big for an early map when I was still learning. In this case I'm going with a simple CTF layout and have pretty much just done the blocking. Only props are just copy and pasted temporary light fixtures and attached entities and the flag. The map is functional, but it's obviously early alpha at this point. Spawns all work, flags work and can be capped, spawn doors and visualizers all function; everything else is pretty much minimal though so I can work with the layout and make sure I have what I want before I start putting a lot more work in to the finer points.
There are two smaller bases where red and blu are based separated by a yard that is partially covered by the antenna array itself. Across from the antenna array is the primary building which is neutral and acts sort of like 2Forts sewers in that it provides an alternate and more covered way to get from one base to another. To provide further incentive to use the building it will enter the enemies base near their intel, while the entrance from the yard will bring you to the other side and on the lower floor, requiring you to travel through their base and in front of their spawn to get upstairs and to the intel room. There is also an underground area that links the antenna arrays base to the basement of the neutral building.
The neutral building itself has an open area in the back on the second floor for traffic to move through. Traffic can also move through the front side of the building on the lower level. The basement sides are not connected, so you can't get from one end of the building to the other through the basement unless you take the tunnels out and then back in. By providing multiple passages but having them closely linked I want to prevent a team from camping and holding the routes between bases, but also keep them close enough together where teams can respond to enemies more quickly.
Props will obviously mix things up a bit, and there's a few changes I'm entertaining at the moment (mostly changes to the bases and reducing the neutrals basement). At this stage though it's just a basic layout concept I'm working with before I start detailing and prop placement.
I also looked around and couldn't find another CommStation map, though I did find a CommPost. It's a flexible naming concept though, and CommCenter or CommDepot would work just as well in case there is a CommStation I couldn't find.
Red and Blu both lease space at a small remote Communications hub which they have shared with an uneasy peace for some time. Recent combat in the area has suddenly increased the value of the intelligence and data that is transmitted through the facility and now Red and Blu want the intelligence the other has gathered.
--------------
Alright, well this is actually my third map, but the first one that I actually felt ready to post up (the first two victims of the learning process). My initial mistakes revolved around trying to go too big for an early map when I was still learning. In this case I'm going with a simple CTF layout and have pretty much just done the blocking. Only props are just copy and pasted temporary light fixtures and attached entities and the flag. The map is functional, but it's obviously early alpha at this point. Spawns all work, flags work and can be capped, spawn doors and visualizers all function; everything else is pretty much minimal though so I can work with the layout and make sure I have what I want before I start putting a lot more work in to the finer points.
There are two smaller bases where red and blu are based separated by a yard that is partially covered by the antenna array itself. Across from the antenna array is the primary building which is neutral and acts sort of like 2Forts sewers in that it provides an alternate and more covered way to get from one base to another. To provide further incentive to use the building it will enter the enemies base near their intel, while the entrance from the yard will bring you to the other side and on the lower floor, requiring you to travel through their base and in front of their spawn to get upstairs and to the intel room. There is also an underground area that links the antenna arrays base to the basement of the neutral building.
The neutral building itself has an open area in the back on the second floor for traffic to move through. Traffic can also move through the front side of the building on the lower level. The basement sides are not connected, so you can't get from one end of the building to the other through the basement unless you take the tunnels out and then back in. By providing multiple passages but having them closely linked I want to prevent a team from camping and holding the routes between bases, but also keep them close enough together where teams can respond to enemies more quickly.
Props will obviously mix things up a bit, and there's a few changes I'm entertaining at the moment (mostly changes to the bases and reducing the neutrals basement). At this stage though it's just a basic layout concept I'm working with before I start detailing and prop placement.
I also looked around and couldn't find another CommStation map, though I did find a CommPost. It's a flexible naming concept though, and CommCenter or CommDepot would work just as well in case there is a CommStation I couldn't find.
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