-WIP- Metal Gear Solid (CTF Icebound Inferno)

Kazuhira

L2: Junior Member
Jul 2, 2010
79
40
So Ive been working on and off for the last year working on this map and now I have some thing to show FINALLY! I plan to have a working beta by march of next year. If not this may be a 2 year project..... It all depends on my school work and other projects I'm working on at the time. I am an Avid Metal Gear Solid fan I will stop at nothing to make sure this map is perfect I know this will never be an official map due to copyright but I could at least hope it becomes a huge community map.

My map will include
-Dock (Blue Spawn)-Complete
-Heliport (Red Capture Zone/Red Flag)-Complete
-Tank Hanger -Complete
-Nuclear Warhead Storage Building (Currently Under Construction 98% Done)
-Communication Tower A Path way
-Vulcan Ravens Freezer
-Rex's Hanger (Red Spawn)/Intel Room (80% done.)


*-NOTICE-*
-The Helipad isn't vary compact at all you could fit about 42 people or more on it. So over all the heliport its self is pretty huge in of itself.
-The Ceiling and Water Textures in the dock are staying as is too keep it accurate to the game.
-Aside from the docks and The Underground Pathway the whole map is based off of the MGS4 appearance of Shadow Moses so if some thing seems off its because it was in MGS4 not MGS1.
-Due to the limits of the source engine I cant add all of Shadow Noses like I initially planed so I'm connecting "Key Locations".

-Possibilities-
-an arena version of this map
-a CP version of this map.
-for those who just love killing a TDM version no time limit no goals just kill.

Some early credits

Developed/Created by
Kazuhira

Textures by
VALVe
Void
Kazuhira

Models by
VALVe
Rexy
Kojima Productions :O

Inspired by
Metal Gear Solid
A Hideo Kojima Game

++UPDATE++ 3/25/2011
Sorry I didn't release the alpha my computer crashed the map files are safe though.;) anyway I am back to work on this expect some thing from me in a month or so.
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Low solid fences are horrible for TF2 gameplay, unless you have a solid pane of glass that strictly prevents people from attacking and is meant for gameplay visibility and balance (such as visibility of powerfuly sentry nests (aka gorge) players should be allowed to attack each other directly. As it stands the metal fences lining the catwalks get in peoples firing lines. Except for the sniper and soldier, generally weapons are fired from the hip and would not be able to shoot below without atleast requiring the player jump onto the fence.

Think of all the catwalks/platforms in the game and how many have solid fences on them. Wall, badwater... unless it provides solid cover like in 2fort it just gets in a players way.

Some will use the low fence with 3 horizontal bars but this impacts gameplay minimally and can be fired through the gaps.
 

REEJ

L420: High Member
Aug 26, 2010
437
176
Suitable Mode: I'd suggest a 1 team ctf (then side switch) due to no option to make this symetric layout.
Anyway, looking forward to seeing the beta :)
 

Kazuhira

L2: Junior Member
Jul 2, 2010
79
40
Update for your thoughts...... 10/13/2010

The Nuclear Warhead Storage Building is 90% finished I just need to add the lighting and ad the last wall with the door way that leads to the next area.

also I was contemplating with an Idea I said I would add a maintenance tunnel from the Nuke Blg. to the Tank Hanger so far I started it I was just wondering because the tunnel will be so long I'm thinking adding a tram would be better. what do you guys think or should I keep it a tunnel.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
If you can make a tram look awesome, and work awesome, and not be confusing and if it's really long (thats bolds, italics and underline there...) then go for it... But compare it to other maps traversing distances and traversing tunnels, then decide of that.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Im not sure if the name exists but instead of icebound inferno i would call it 'shadow moses'. The mission from MGS1.

Then as they say limit catwalks... make sure people can fire through/above/under without often actualy hitting the fence.

Also, WHY CTF??? WHY? As its not symetrical balancing just is a pain. Instead a A/D cp map would be far better. 1 cp outside, 1 cp inside. Maybe even 1 at the lower part in the water (maybe have the first cp water based). If its possible you should just take the whole thing and make it a 3 stage A/D map.

Its very important that its playable in tf2. An exact copy of how it was in MGS just wont be good for gameplay.
 

Kazuhira

L2: Junior Member
Jul 2, 2010
79
40
Im not sure if the name exists but instead of icebound inferno i would call it 'shadow moses'. The mission from MGS1.

Then as they say limit catwalks... make sure people can fire through/above/under without often actualy hitting the fence.

Also, WHY CTF??? WHY? As its not symetrical balancing just is a pain. Instead a A/D cp map would be far better. 1 cp outside, 1 cp inside. Maybe even 1 at the lower part in the water (maybe have the first cp water based). If its possible you should just take the whole thing and make it a 3 stage A/D map.

Its very important that its playable in tf2. An exact copy of how it was in MGS just wont be good for gameplay.

It wont be a regular CTF map if I make it one it would be a A/D CTF one flag (Reds Flag) all the way back in Rex's Hanger.
 

Kazuhira

L2: Junior Member
Jul 2, 2010
79
40
Suitable Mode: I'd suggest a 1 team ctf (then side switch) due to no option to make this symmetric layout.
Anyway, looking forward to seeing the beta :)

This Is what I'm planing on doing I might have the beta out in January if I don't succumb to my own kind of Valve time. I've been working on this Shadow Moses map for two or so years first it was on CS:S then I ported it to HL2 Ep2 to make it look better now I settled with TF2 and plan to put it out as a TF2 map.

I love Metal Gear but now this map is plaguing me to finish it.
 

Kazuhira

L2: Junior Member
Jul 2, 2010
79
40
I want to add a little note here in Metal Gear Solid 3 Granin had the schematics for Metal Gear Rex but thought it would be useless and never made it so It is in all possible Rex could have been built in the 60's (MGS time line wise) so REX existing in this map is in all essence a TIME PARADOX!
 

Kazuhira

L2: Junior Member
Jul 2, 2010
79
40
Sorry I didn't release the alpha my computer crashed the map files are safe though. anyway I am back to work on this expect some thing from me in a month or so.