ctf_system_b1

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
ctf_system_b1

This is my CTF map, the first thing you'll notice is the lasergrids wherein the intelligence is beeing held. The goal of this map is to turn off the enemy lasersystem to gain access to the intel for a breif moment (few seconds).
The intel is visible for all players and constantly reminds them what needs to be done so that the game does not lose focus on the ctf mechanics.

The easy part is getting the intel home but the hard part is to reach it in the first place. That's atleast how I planned it, we'll see how that works with this beta here.

It also demands great teamplay as It could be very hard for a single player to both deactivate and escape, but If a team cooperates it should be no problems at all.

I expect and hope the rounds on this map to be quite short and actionfilled.

pictures:
ctf_system_b1_00.jpg

ctf_system_b1_01.jpg

ctf_system_b1_02.jpg

ctf_system_b1_03.jpg


feel free to post comments and feedback. remember it's only the first beta phase atm.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Iteresting concept. I like the angle the intel's floating at. Some neat new textures but they need tweaking to fit the theme better, atm they are too realistic, no visible brushstrokes, etc.

Your ground needs to be displaced, as it's a natural texture.
Skybox work looks solid but it has what I deem the cs_assault effect going on: All map boundaries are brushes, buildings etc. Look at badlands to see how fencework can make a map feel open while still constricting player movement. Wooden bridge ought to have spacing built into the planks.
Lighting ATM is a bit drastic, a bit too much red and blue, if I'm correct. While this visually helps denote the base, you should allow your geometry to do that work; otherwise the color muddles player models.
Laser fencing is a really cool idea, I'm not sure the level to which it's a gimmick yet, but it seems like a mechanic that actually reinforces teamwork for once. However, as pubs usually ignore this aspect, I believe there's a way to credit players with points for other objectives (I might not be recalling this correctly.) If so, you should offer a point to whomever opens the cage for that split second.

Not trying to be overcritical, I like the map. Should be interesting to try come mapday.

One last note... snipers may be a problem a la 2fort but worse, not sure yet.

Once again looking forward to testing, grats on the job done well so far mate :)
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Looks solid, and original as well. Just needs polishing.

The lasers idea is a cool one indeed, you should probabbly make an instructional video and put some comical/instructional signs in there:

"DO NOT PRESS THE BUTTON: SECURITY LAZERS WILL DEACTIVATE"

Of course you just want to press it after reading :p
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Iteresting concept. I like the angle the intel's floating at. Some neat new textures but they need tweaking to fit the theme better, atm they are too realistic, no visible brushstrokes, etc.

Your ground needs to be displaced, as it's a natural texture.
Skybox work looks solid but it has what I deem the cs_assault effect going on: All map boundaries are brushes, buildings etc. Look at badlands to see how fencework can make a map feel open while still constricting player movement. Wooden bridge ought to have spacing built into the planks.
Lighting ATM is a bit drastic, a bit too much red and blue, if I'm correct. While this visually helps denote the base, you should allow your geometry to do that work; otherwise the color muddles player models.
Laser fencing is a really cool idea, I'm not sure the level to which it's a gimmick yet, but it seems like a mechanic that actually reinforces teamwork for once. However, as pubs usually ignore this aspect, I believe there's a way to credit players with points for other objectives (I might not be recalling this correctly.) If so, you should offer a point to whomever opens the cage for that split second.

Not trying to be overcritical, I like the map. Should be interesting to try come mapday.

One last note... snipers may be a problem a la 2fort but worse, not sure yet.



This is great feedback, thanks. I don't know if it shows in the map but i've only been mapping for a month or so (source engine that is, I did some playing around making maps for half-life1 and tfc years ago). I'm trying a lot of things for the first time in this map (except for the tutorial levels, :001_rolleyes:).

The textures: most of 'em them are just darkened valve textures but some are mine and I can see your point of them beeing realistic atm. I'm going to have a look at them and see what I can do. The TF2 artstyle is quite hard to copy :)
The displacements: The top of my todo list for the next version already says "remake the terrain" since I just need to take a quick glance at it myself to see it's ugly. think I need more practice with this "tool".
Skybox: This is pretty much a quick job to get it done for gameday, and sadly it shows. The map area is very square but dont worry, I'm aware of this problem.
coloured lights: They are only on the outside part of the map or in respawn rooms, I don't think they are strong enough to confuse player teams but this will be tested, for now I think they are needed since the bases are identical on the outside (since I blatantly duplicated one base), When I get to work on the outside geometry the lights may not be necissary.
Snipers: this has been on my mind alot and I'm trying to look for ways to eliminate this, any suggestions are welcome.

I also looking for a way to award players for pressing the button but I haven't found anything yet, If there is a way i'm very interested to hear it.

Arhurt: signs and such are already in place, I hope you'll be pleasantly surprised :D

great feedback and keep it coming, I'll be making a WIP thread sometime soon thanks for the tip. Oh, and don't worry about beeing overcritical If I didnt care to hear peoples thoughts I wouldn't post here at all.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Well, you're doing great for a first HL2 engine map, so feel good about that :)
Tips for Tf2 textures: They should look "detailed" up close but like a painting from afar. In photoshop, use a large-scale brush that has a paintbrush feel to it, and play around with multiply at a low opacity to create brushstrokes. Easiest texture to learn from is the red roofing texture.
For displacements, try looking in our tutorial section, Youme has posted a good one there on environmental displacements.
If you'd like to keep the team-colored lights, one way to prevent them from lighting up the characters is to use light_spots facing away from where players would stand, only hitting the environment. Another tactic is to keep them as is but then add bright white lights facing where the players would stand, I used that in my map and it works well.

Anyway, here's how you'd credit the players, as far as I can think. Make two control points, not visible on the map or the GUI but have them be present. Send an output from whatever opens the laser to each respective control point that immediately captures it. As long as the players are in a trigger that's linked to the control point, they'll get points for capturing the CP even though all they're doing is opening the lasers. It's a bit of entity work but it might work out.