CTF_Call2Arms_A3 - released

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Lots of changes from A2....

We have been working pretty hard to get it to this stage and have made some major changes to the
outside-1.jpg


cavern.jpg


blubase.jpg


redbase.jpg


rocket.jpg


overview.jpg


Get it here.........

http://forums.tf2maps.net/showthread.php?p=22984#post22984

Cheers
Nosh.
 
Last edited:

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
scale the water to 1.00 in the 2nd picture. Also scale the rock texture to 0.50 at least.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It will look better when it's scaled up. For proof, look at the water in 2Fort.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Interesting map, I like that rocket room, but the smoke looks funky it that screenie.

As for the water, I like it the way it is, the room may be larger than you imagine in that screenie, and the motion might break the patter a little bit.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Interesting map, I like that rocket room, but the smoke looks funky it that screenie.

As for the water, I like it the way it is, the room may be larger than you imagine in that screenie, and the motion might break the patter a little bit.

Thanks Arhurt - and you are spot on - ingame, the water looks pretty good - and certainly doesn't look outta place.

Nosh
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The cliff looks fine, though i would have to agree with scaling the water up. there's nothing to ripple the water that much in a cave, is there?

Also you might wanna add a platform half way up those wooden stairs in the cave, it looks awefully boring just some massive/long stairs and would give an extra defensive position. Otherwise it just looks quite bland.

I'm not sure i like all those lanterns, you couldn't mix up the lighting source a bit? Other than that the lighting is quite nice.

You might wanna add a trim to the egde of the red catwalk there. Looks rather hl1-ish.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
The cliff looks fine, though i would have to agree with scaling the water up. there's nothing to ripple the water that much in a cave, is there?

Also you might wanna add a platform half way up those wooden stairs in the cave, it looks awefully boring just some massive/long stairs and would give an extra defensive position. Otherwise it just looks quite bland.

I'm not sure i like all those lanterns, you couldn't mix up the lighting source a bit? Other than that the lighting is quite nice.

You might wanna add a trim to the egde of the red catwalk there. Looks rather hl1-ish.

As Stinky stated above, we tried different texture scales for the water and this looked the best - I have updated the screenies, but you will have to have a look in game to really see where we are coming from....

hl22008-06-2019-51-07-45.jpg


The cavern piccy is outdated and new one is below - the platform is a lot lower, enabling battles etc on the platform as well as at ground level....

hl22008-06-2019-51-18-80.jpg


Lanterns - they are too bright and will probably be dimmed a smidgen....

Catwalk is ok - again, in game is a better test than a screenie overview.

Some more outside screenies....

hl22008-06-2019-52-20-24.jpg


hl22008-06-2019-52-54-52.jpg



Thanks for the feedback

Nosh.
 

Gadget

aa
Mar 10, 2008
531
527
hey Nosh and Stinkpackage,
here's my list of comments I already told you in game.

- the particle smoke of the rocket in the red base really can slow down a computer. in blu base it's just fine. I guess you've been using env_steam, might want to change that to info_particle_system
- some ceilings are too low which makes it feel strange
- stairs that lead to the outside area are very steep
- concrete texture (the one with the cracks) has been used for floor and ceiling in some areas
- I could add more comments on some texture choices and alignment but I won't for now because it's just an alpha version

However it played quite nice and I had fun with it.
 

Fingersniffer

L1: Registered
Feb 15, 2008
40
0
Firstly, we appreciate the feedback. :)

- the particle smoke of the rocket in the red base really can slow down a computer. in blu base it's just fine. I guess you've been using env_steam, might want to change that to info_particle_system

Nosh?;)


- some ceilings are too low which makes it feel strange

This has been something people HAVE commented on and I guess a few of them are lower than is traditional for TF2. MY main point would be - Are they SO low that they get in the way of gameplay? In my experience they aren't, but that's just my (and, to be honest, a few clan-mates') feeling. Altering their height would be a MAJOR ball-ache.

- stairs that lead to the outside area are very steep

Yeah, possibly. Though I wonder if it were more gradual, I think it'd be very easy for demomen to stand outside spamming grenades. Maybe, maybe not. Again, does it adversely affect game play? I don't know.

- concrete texture (the one with the cracks) has been used for floor and ceiling in some areas

This really IS something I can live with. It took me ages to find roof/ceiling textures (from the pitifully small list) that looked ok in certain areas. I believe, from reading posts here, that other people have resorted to using floor textures on ceilings etc, so I thought, what the hell.

By all means, if there are any textures you think are GLARINGLY out of place/misaligned, let us know. This is our first map and, as such, I've tried REALLY hard to stick to the TF2 visuals, but maybe something's slipped through my net.

At the end of the day, as long as it plays well, that's what matters. Myself and Nosh would really like to see the map getting a lot of play as we're pretty sure it has a lot of potential for tactical play once people get to know it, so feel free to hop on anytime. :)
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I think it has too much lamps on the cave, but it looks in general very nice!