Want to do a collaboration...

MrAlBobo

L13: Stunning Member
Feb 20, 2008
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Yeah...generally speaking I do much better work when I work with someone else, as then I can get my stuff checked frequently.
I want to do a dustbowl style attack and defend map that is not tied down to the standard desert/ mine theme.
So...yeah, Ive got something like 4 months experience with hammer, then I know a bit about modeling and a good amount about photoshop. Id like to work with someone that has similar experience with hammer, so one person isn't doing everything.

So...yeah...anyone thats interested...post away
 

nossie

L3: Member
May 9, 2008
107
4
might be interested

hey there
i might be interested in doing a collaboration with you. i've dabbled in css mapping for a bit and im currently doing a tf2 dustbowl style map at the moment. its pretty crap because its my first one but i don't really care. i've got the cps (only 2:p) and spawns working. most of the layout is done but needs texturing so if you wanna help with that? or would we make a whole new map? also do u have a design for the map? or would we make the layout together?

also where do you live? because the timezone difference might make it annoying..

nossie :)
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
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hmm...Id have to see your map 1st
and yeah, my last map was attack and defend so I know how to set it all up.
It would probably work best to start a new map though, and part of the reason I want to do this is that I have absolutely no ideas right now XD
and...im in canada/ alberta / mountain time zone
 

YM

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Dec 5, 2007
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I want you to do snipergen's idea, since he's not going to.

Red base for round 2---------neutral area for round 1---------Blue base for round 2

The way it works:
-Round 1 is a 2 or 3 CP map, each team starts with one and battles over the other (like each stage in tc_hydro)
-If the red team win round 1:
--The blue base round 2 is activated and the red base round 2 is deacivated
--Red escort a red payload cart through a blue themed base to their final capture point (3 payload cap points)
-if Blue win round 1:
--The red base round 2 is activated and the blue base round 2 is deacivated
--Blue escort a blue payload cart through a red themed base to their final capture point (3 payload cap points)

we've discussed the entity setup for this and we think that is posible (and easy to implement) and it would definatly prove a fun gametype that is different but hasn't reached gimmick levels.
 

nossie

L3: Member
May 9, 2008
107
4
wow that looks confusing lol
i think i get the idea tho.. so its red cp/base ~~ netural ~~ blue cp/base
then which ever one wins pushes the cart? i hav'nt looked at payload but i probably could... would it be the same map? as in say red wins would they start from the middle cp? or a totaly different

hmm...Id have to see your map 1st
and yeah, my last map was attack and defend so I know how to set it all up.
It would probably work best to start a new map though, and part of the reason I want to do this is that I have absolutely no ideas right now XD
and...im in canada/ alberta / mountain time zone

hmm that might make it hard as im in australia :p last night i had a good idea for a ctf. (i want to do a ctf so i can learn how) its set in like a mountain with a ravine inbetween the 2 bases. then theres a bridge you know those bridges that are in all the movies? the really thin swinging ones? well sorta one of those. then there are exits/entrances on the sides but a bit lower with a staircase or something going up to the bridge area and the exits/entrances go into the base

i dont no if it will work very well but its worth a shot tell me if your interested.

PS i think ill scrap my other map as it sucks :p
 

YM

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No i mean its like dustbowl in the way that it has three seperate areas, the central one is played first and is a CP stage, the winner of this stage decides which of the outer two stages is played next, both of those being payload stages taking the cart away from the middle stage.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
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nah...I don't really like doing weirder things like that, I tend to just play around with the scenario, also...Im not terribly fond of payload

I see no big problem with you being in Australia, I operate on an unusual schedule and summers soon anyways.
So...yeah...and I really don't want to do a ctf map...I have a significant dislike of ctf maps...
And ctf maps are probably the easiest gametype to setup, certainly easier then attack and defend.

anyways...while at school I designed a 1st cap for a dustbowl type map ;D
 
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YM

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its a collab ;) use that to your advantage, you do the CP part and let others do the payload bits

or just ignore everything I've said.
 

MrAlBobo

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Feb 20, 2008
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im liking that ignore suggestion so far...but following that suggestion defys the logic of ignoring everything...

also...its kinda a goal of mine to set up a server with all dustbowl style attack and defend maps, and have mine be one of them, adding payload to it would just be weird
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
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How many people do you want in the collaboration? I am willing to help. I am about in the same situation as you: know lots about photoshop, have about 6 months of experience with hammer. Ive made 2 portal maps and just scrapped my latest TF2 map(it sucked)

may I suggest an attack/defend map like dustbowl, but instead of cp, you have to bring a flag to the end capture zone? I could get it to work, and someone on these boards showed me how to set it up so that as you get farther in the map, the return time of the flag increases. I think it could be really cool, as it wouldn't deviate too far from classic gameplay, but would be new.

please consider it

edit: I currently have nothing to do in Hammer right now, I am just uninspired to start a new map by myself. If I was helping, it would give me something to do, and I could get some more experience
 

nossie

L3: Member
May 9, 2008
107
4
No i mean its like dustbowl in the way that it has three seperate areas, the central one is played first and is a CP stage, the winner of this stage decides which of the outer two stages is played next, both of those being payload stages taking the cart away from the middle stage.

ohh now i get you. that would be interesting.. but it would take a while and i dont think i have the time or patience to do something like that :p

nah...I don't really like doing weirder things like that, I tend to just play around with the scenario, also...Im not terribly fond of payload

I see no big problem with you being in Australia, I operate on an unusual schedule and summers soon anyways.
So...yeah...and I really don't want to do a ctf map...I have a significant dislike of ctf maps...
And ctf maps are probably the easiest gametype to setup, certainly easier then attack and defend.

anyways...while at school I designed a 1st cap for a dustbowl type map ;D

yeh i must admit i dont really like payload... i prefer cp maps :p ctf i dont mind but they can be too repedative sometimes

ill send you my latest compiled version of my map. keep in mind that it is not anywhere near finished and yes i no ive done a box around it which i shouldnt of. and there arent fences/walls in places either (to stop you going off the map) but u should be able to get the main idea of it.. if not ill draw a plan of it.

EDIT:eek:ops didnt realize you could attach things here lol

EDIT2: how do i upload it? it doesnt take the bsp.. got to use filehost or something?
 
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MrAlBobo

L13: Stunning Member
Feb 20, 2008
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may I suggest an attack/defend map like dustbowl, but instead of cp, you have to bring a flag to the end capture zone? I could get it to work, and someone on these boards showed me how to set it up so that as you get farther in the map, the return time of the flag increases. I think it could be really cool, as it wouldn't deviate too far from classic gameplay, but would be new.

please consider it

edit: I currently have nothing to do in Hammer right now, I am just uninspired to start a new map by myself. If I was helping, it would give me something to do, and I could get some more experience

hmm...I was only intending that 2 people work on it...but if there are three then each person can do a round...I dont know...its up to you I guess
For your reference, that bringing a flag to a point was how dustbowl was done in tfc, In my opinion the cps are a significant improvement.

And nossie...if you want to upload to this site you need to zip the file

both of you should add me on steam, im also MrAlBobo there
 

nossie

L3: Member
May 9, 2008
107
4
:s it doesnt take rars? thats gay lol :O
and its too big as a .zip lol.. probably coz i didn't fill it in properly ill put it on a file host after school today. ill add you after school as well
 

YM

LVL100 YM
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Dec 5, 2007
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Ahem, a more, lets say 'sexuality free' curse would have been a better choice ;)
 

nossie

L3: Member
May 9, 2008
107
4
lol took me a while to figure out what you were talking about :p

heres the map link: Download cp_NEEDNAME.bsp

dont forget that its only the layout.. i havent inclosed it all (like fences and stuff) and that theres no detail... i also started playing with the displacements last time i had the time.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
What's needed most is someone to draw something out. Don't rush into this. You can have 3 people collab and make a dustbowl type map, but you need a good balanced layout.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
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Cool stuff guys, you can learn alot from eachother. But don't rush it and when the map is done, one of you go over it again to make sure it's overall the same style so you can't see there worked a bunch of people on it.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
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yeah, unlike my last map im planning out everything in detail this time around
also...you could say ive studied the finer details of dustbowl and know what makes it good.
ie) the fact that there are more choke points as the rounds progress, one way gates give each teams goals and the little hidden extra pathways that you need to play the map a bit to find, and practice a bit to use them effectively

at this stage im just practicing my displacements, roughing out hallways a bit, planning, and writing my goals for the final version