[WIP] CTF_2phort (working title)

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
This is a 2fort/well kinda map, in fact a lot of the areas are copied from 2fort. I may change this depending on playtesting.

I wanted to have a center section kinda like the original TFC Well
I may even put the Intel Cap Zone on the battlements like in TFC 2fort.

Theres a tunnel that goes from the outside hut to close to the intel room, this is sealed by a door that can only be opened from the base side of the door.

Left to do:

Mirror red base and convert to blue
Playtest!
Add more detail
Add clip brushes etc
Optimise

ctf_2phort0007.jpg

ctf_2phort0008.jpg

ctf_2phort0020.jpg

ctf_2phort0010.jpg

ctf_2phort0011.jpg

ctf_2phort0012.jpg

ctf_2phort0013.jpg

ctf_2phort0014.jpg

ctf_2phort0015.jpg

ctf_2phort0017.jpg

ctf_2phort0018.jpg

ctf_2phort0019.jpg
 

nossie

L3: Member
May 9, 2008
107
4
this looks really good. i like the capture zone signs :p are those in the sdk? or did u make them?

the blue base looks to flat i reckon. the hut that u talk about that has the tunnel in it is that the one in the bottom left? (1st pic)

also on the 4th picture it resembles 2fort too much well i think it does at least :p with the staircase up against the wall... but its up to you

maybe a overhead shot? to get a ruff idea of how big the map actually is?

anyway looks like a good map

nossie

PS i never played TFC so i dont know what well or 2fort looked like :p
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Very nice so far. Please leave the cap zone at the intel. I've noticed people get confused when they're not in the same location. There's something to be said for simplicity. :)
 

Narkissus

L5: Dapper Member
Jan 22, 2008
228
9
I think you should definately scale up the water some more. Other then that, you didnt just copy and past some things from 2fort did you? Did you actually make em from scratch to just look like 2fort areas?
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
First of all , there is no blue base yet :) So yeah its kinda flat!

The basic theme is based on 2fort so a lot of it is copied. The things I lifted directly (is that legal?) are the 3d Skybox from Granary and the Super Control Room from 2fort/Intel.

Everything else was recreated so I could make it not so tight as 2fort.

Size wise the bases are the same size as 2fort. From blue battlement to red battlement the distance is about 1/3 longer.

The water is at 0.5 right now, 0.25 was too rippley, Ill try 1.0

Also is there a way to make the water less transparent so u cant see where the players are while in there?
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Ill have a beta up today, the blue base may have the red wood theme tho until i match the style.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
original

looks nicely tf2 themed, hopefully you didn't decompile anything
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Scale down the chicken wire texture, 0.6 is what valve normally uses. Thin out some of the walls perhaps and have smaller trims on your doors. They look huge and make your map feel blocky, even though it kinda is.

For me there are too many references to well and 2fort, i mean fair enough you are sort of working from them and all but people play enough 2fort and well enough as it is, what with the limited selection of stock maps. I'm not sure it would be as well recieved as it could be if it was a little more original.

I like the placement of the water moat thing for the blu base. Use a couple more trims on the red side this may liven things up a bit.
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
b2 is now up for checking out.

http://2phort.notlong.com

Various fixes and improvements.

re: feedback. In time I will change some of the layout so its not TOO similar to 2fort, right now I dont have the time or worthy idea to do that.

Ive scaled down the chicken wire about and will replace the oversized beams/trim in time.

Until I can spend some time on improving the map I will wait for playtesting feedback before investing time in detail brushwork.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Its a good map. The first criticism that comes to mind is the dead end that's in the main courtyard inside the base. Its got the vault door. Its pretty annoying running into that room to find there is no way out. I would suggest having a smashed window so you can drop down into the intel room from there.

Also Im not sure if you did this on purpose but the whole map only has 1 soundscape. I think its 2fort inside. It sounds really weird running around the map hearing the same thing. Especially outside.
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Its a good map. The first criticism that comes to mind is the dead end that's in the main courtyard inside the base. Its got the vault door. Its pretty annoying running into that room to find there is no way out. I would suggest having a smashed window so you can drop down into the intel room from there.

That exists already :)

Also Im not sure if you did this on purpose but the whole map only has 1 soundscape. I think its 2fort inside. It sounds really weird running around the map hearing the same thing. Especially outside.

Ok ill check into that.

Thanks for the feedback :)