[WIP] ctf_Warehouse

Guarana

L1: Registered
Jun 19, 2008
3
0
Hey guys, i just registed and thought id present my project, ctf_warehouse. planned as a run and gun map pitting two warehouse crews againt each other. i plan to use identical warehouses with a desert themed outdoor area, look for a lot of clutter to full both buildings and space between as the design progresses. im also looking for a good set of texture to use for this project, im not very good at selecting them myself. ive attached a few pics of my work over the lsat few days.

2590989430_10e0d750b7.jpg

2590155425_155bb4df68.jpg

2590989382_6480c4e2b5.jpg

2594206022_3458fd5bc8.jpg


the blue zone is the spawn location, and the red is where the intel will be placed.

pointers appreciated!

-Guarana
 

Ace

L3: Member
Feb 15, 2008
112
9
Basic idea is nice, but at the moment it is really way to empty to make useful comments.
won't comment on the floor atm as its just a big empty room.
My only concern is sg's / demos having an easy time defending the intel as at the moment it look like everyone is funneled up 2 ramps.
Also is that hl2 texture on the roof, hard to tell just make sure it isn't. (That goes for all the textures).
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
First step: Maybe make it a bit smaller.
Second step: CONTAINERS! :D
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It's too big and a warehouse never really offers much in terms of gameplay unless you add a shit load of containers.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
It's too big and a warehouse never really offers much in terms of gameplay unless you add a shit load of containers.

I agree, and why the hell sketchup? The scale is way off :mad:
People should use hammer if they want to map! Not other programs!
 

Guarana

L1: Registered
Jun 19, 2008
3
0
Dont worry, i jsut used sketchup to sketch, i plan on there being plenty of cover throughout, it wont be a snipers paradise. when i get in there and start running around, it doesnt really feel as big as it looks, and i dont really know where i would move things without having the map feel cramped, if anyone wants id be happy to generate a build of the map so they can go in and show me what would work better
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
Make a maze out of containers. But be careful, make enough space for scouts and such.
 

Ace

L3: Member
Feb 15, 2008
112
9
Check out the second stage of cp_corporation if you want some inspiration. Thats is a big warehouse with lots of containers and a raised room at the end which you have to reach.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
nothing is "as big as it looks" when you are running around it with a scout.

Try a heavy.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
It really does look big, and might be a problem optmization-wise. I say this having had a similar problem with my own map na dhaving to make some major tweaks to make it work.

Break the Warehouse in two or four main storage rooms, and make one of the "quadrants" an office building. That could help you out.

Edit:

I just noticed: Do you plan to have blue's flag up in the room above and the red one below?

It will be a major problem for you to balance that, as I think Blue's base is a lot better to defend than Red's one. Just think about the upwards exit ramps of the first stage of Dustbow and you will see the problem of having it like that.
 

Guarana

L1: Registered
Jun 19, 2008
3
0
Thats a really great thought, ive chopped a pretty large block off one side, im really working on getting the ramps to feel right, idk if their grade is a problem, but their certainly large

the colors were not to represent bases, but objectives, the map is to be two identical warehouses, with the spawn up top and the intel room in the basement, with a direct route from one door to the intel on one side and a lot of boxes and stuff across the floor for scouts to dance on, i want the room fairly large so that sentries cant be placed and left alone to terrorize scouts.
 
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