CTF Heat Treatment

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
A CTF map with a control point in the middle that controls a few shortcut doors into the enemy base. The control point locks itself for 30 seconds after capping. Capturing the intelligence resets shortcuts and the control points.

Note to self - fix hud and that one gamebreaking bug.
 
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Mar 23, 2010
1,872
1,696
looks fun, nice idea. intel moving up like atrophy when capped would be kind of neat, but this seems more straight forward. also if it moved forward, it's layout would have to be different.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
That "window" or grid mesh or whatever that is in the last screenshot really bugs me. It seems so unnatural. I'm not a big fan of how the concrete ground mixes with the walls either. Also That little bridge in the third screenshot doesn't seem right, it looks like its restricting the point in terms of space and I'm baffled as to why one step is roughly 4 hammer units thick.

That's just stuff I saw from the screenshots, I'll check out the map in a bit. The gamemode seems interesting, I'll give you that.

Why did you texture an alpha, out of curiousity..? It doesn't looks really good, sorry to say.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
I'm not a big fan of devtextures, so I just used the white brick texture and used the window texture where i wanted a translucent wall. The grid thing will be replaced sooner or later with something more sensible, but for now, i just want a seethrough wall there. The stairs on the bridge are also "alpha" stairs that I didn't bothered to make more aesthetic yet because vertexediting stuff to grid at 45 degree angle gets rather uninteresting after a while.

I did not use devtextures because it's more useful to me to have the map look closer to how it's intended, even if it creates the confusion about alpha being textured. Also I feel like I should do more detailing, I'm much faster with layouts than detailing so I detailed the middle a little bit more than its usually done in first alphas.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
I'm not a big fan of devtextures, so I just used the white brick texture and used the window texture where i wanted a translucent wall. The grid thing will be replaced sooner or later with something more sensible, but for now, i just want a seethrough wall there. The stairs on the bridge are also "alpha" stairs that I didn't bothered to make more aesthetic yet because vertexediting stuff to grid at 45 degree angle gets rather uninteresting after a while.

I did not use devtextures because it's more useful to me to have the map look closer to how it's intended, even if it creates the confusion about alpha being textured. Also I feel like I should do more detailing, I'm much faster with layouts than detailing so I detailed the middle a little bit more than its usually done in first alphas.

Sounds sensible. I'll run around the map when I get a chance and do a more detailed overlook.
 
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