[WIP] CP/CTF? - Hunted

Rehsa4

L1: Registered
Mar 7, 2008
35
3
As stated here for a long time, I've been working on a hunted remake from scratch. Here's what is currently done after more reattempts than I would like to admit.

Playstyle: Capture the 2 tower points (4 seconds per tower) to unlock the gates, take intel out of gates, onto the truck, to win. Defenders just need to defend til time runs out, which is at most 9 minutes a round at the moment.


Status: Alpha

All the stairs in TFC have been replaces with elevator doors that move at 350 speed and reset after 1 second, this should be fast enough to get to spots while still remaining the style of the origonal map as well as can be.

I need to finish most of the interior buildings layouts and windows as well as add a whole building in the Field since I haven't done that part much since it will include another spawnpoint etc.

The Intel spot and stuff isn't finished, kinda a placeholder for more expanding to be done with a proper spawnroom with details.

Lighting in a sniper spot is quite dim, I've been debating on lighting up that spot better or not...

3d skybox and more details will come towards a beta release, this alpha is pretty much gameplay testing and workability of the entities properly with the gametype and shape of the map.

Map isn't going to be restricted by class, and as such, i'm trying to make it work for every class with points for everyone.

Enough talk, onto screenshots.


Map top down view outside of the skybox (thus the doors and CPs do not show)

http://media.rpage.net/hunted/a1/A01_6.jpg


Others:
http://media.rpage.net/hunted/a1/A01_1.jpg
http://media.rpage.net/hunted/a1/A01_2.jpg
http://media.rpage.net/hunted/a1/A01_3.jpg
http://media.rpage.net/hunted/a1/A01_4.jpg
http://media.rpage.net/hunted/a1/A01_5.jpg
http://media.rpage.net/hunted/a1/A01_7.jpg
http://media.rpage.net/hunted/a1/A01_8.jpg
http://media.rpage.net/hunted/a1/A01_9.jpg
http://media.rpage.net/hunted/a1/A01_10.jpg
http://media.rpage.net/hunted/a1/A01_11.jpg
 
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Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I dont think you should call this map hunted mate. That is asking for a lot of bad criticism.
 

Rehsa4

L1: Registered
Mar 7, 2008
35
3
It's the same layout, same gameplay type but instead of a VIP (since there isn't one) it's intel. You still have to open the doors and such. Hoping voogru will come back and get in contact to do the whole class limitation thing and such.

Criticism is fine, even bad... these shots are layout gameplay alpha stage at the moment. Further detail and better lighting and areas are to come closer to a beta once the gameplay can be finalised.
 

Rehsa4

L1: Registered
Mar 7, 2008
35
3
Will give more screenshots as things get further underway within the next few days.

If you don't understand what the hunted map was like in TFC, the following may be very helpful. It's kinda what I am basing my map off of, of course upgrading all the looks and things to TF2. Plus, 3d skybox and full theme is going to be nice compared to what the origonal was, hoping to improve on it greatly.

http://www.battletechchopshop.com/hunted/
 

voogru

L1: Registered
Feb 17, 2008
39
31
Hey, just thought I'd leave a few comments.

I really desperately want a decent hunted map, I can work the logic entities with absolutely no problem (I'd need the VMF though to implement custom brush entities).

Do you have any past maps I can look at btw? I so desperately want a top notch, quality hunted clone, that I'd probably be willing to give the maker of a top-notch map financial compensation, but I'm looking for real quality in the design in the map. So I'm interested in seeing your past completed maps if you have any :)
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Voogru has a great bunch of TF2 servers and players that would embrace a Hunted map.

Id love to help but im bogged down with my 2phort/tc_spectre map, maybe some of the many talented guys on TF2maps can help tho.
 

Rehsa4

L1: Registered
Mar 7, 2008
35
3
As for past maps, I do not have any currently, most of my previous work before mapping was webpage design. I tried making maps and things YEARS ago, just didn't have the drive. In terms of quality, i'm trying to make sure the quality of the map is near Vilepickle in detail and lighting. In terms of a map clone, i'm trying to keep it QUITE similar to the TFC version, but giving it a TF2 style.

Since it seems so far between hearing from you voogru, I'm thinking on just continuing my map with the one way CTF map with the elevators. Once i'm happy with that, we can easily remove those entities and add yours in to get the origonal game type for you.

I am planning on making this a quality map in the end, it will just take a little time before a playtesting version is available, and that will be available once I get some more detail in the map.

-----------------------

edit: (because I don't wish to double post)
I should be posting a new screenshot or 2 within a day or two as to show the intel start point area and the minor detail I have added there and show where the red spawn is in regards to the intel.

Once that is posted I will be moving to the ruins area and getting that area blocked and brushed out in more details. I will post a few shots of that area, then move the the main sniper building facing the yard and finishing that out.

People may think I should go the opposite way and do the sniper building first, but I have more drive to do the ruins area as it brings out more creativity in me and I "want" to do it more.

as a note, all details and screens I am showing are of the rough details, as I plan on adding piping, closed off hallways and storage areas with windows and things later once I am more content will the basic functions and scale. No point in adding a really nice detailed sideroom that you can't get to, only to change the scale of an area and have to adjust it multiple times. So much easier to add details to a map if the main playable part is finished in scale. This was my downfall in the other 3 attempts I did prior to this one with scaling the map and adding a bit too much detail early on, only to have it get in the way later.
 
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joshman

L5: Dapper Member
May 7, 2008
204
14
Fix the wall textures, they look terrible.

The blu is supposed to be at the bottom.
 

Rehsa4

L1: Registered
Mar 7, 2008
35
3
progress pictures are going to happen in about a day or 2 of the most recent area, possibly tonight for an ahead look for an area still in stage 1 progress of detailing. I have to split time between main job 8-5, WoW raiding, secondary job helping family and friends with computer issues, eating, and mapping. I get an hour or 2 a night depending on the night. I try and spend some time playing TF2 as well.

in regards to

Fix the wall textures, they look terrible.

The blu is supposed to be at the bottom.

they textures at the moment are just there to get a feel of the wall brightness as I don't personally like using dev textures. I will be clipping textures in the correct places and adding in the correct textures to make it blend properly. I had a choice between dev textures or no dev textures, and used these because of the way the lighting is reflected off of them to help while I do temporary lighting in these early stages. They will be changed for play testing.
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
I have the original Hunted from TFC on my computer. I'll fire up MapFool tonight and see if I can port it to source for you as a much better reference then screenshots. The layout looks good for an alpha, but I don't see any sewer tunnels in you screenshots, you can't have a real hunted remake without the sewer tunnels.
 

Rehsa4

L1: Registered
Mar 7, 2008
35
3
The sewer tunnels I am forgoing and not worrying about until voogru's version, in other words, if I am going to do it, it will be LAST. Plus, it's just tunnels underground, which shouldn't be bad. Having the tunnels and things on a normal gameplay server just will be crazy horrible without a COMPELTE remake of the size and layout of the tunnels, plus, no gernades will make tunnel defense a bit harder without a demo on defense, and if voogru disables that, then yeah... gonna be awkward.

As for the port, it's be great to see for reference, as I wanna take a closer look at the insides of the yards sniper building, since I cannot recall the layout too terribly much. It will also help with the ruins area for reference.

I should have some in-progress screenshots today of my mid-work process so people have a better idea on it. I'm kinda thinking I need a larger room where the intel/vip is gonna spawn, but playtesting will prove if it's needed or not. I'm not expecting a lot of people to be there, so I might not need to, but I will add more details (closed off hallways) into the room later.

Expect a screenshot in about 30 minutes. I will do an extra post with screenshots instead of edits.
 

Rehsa4

L1: Registered
Mar 7, 2008
35
3
screenshots as promised.

Throwing in quite a few static props, redid the intel room (from the original screens), added trim and some ground lighting. Needing to think on what to put on some of the walls and clutter to give a more lifelike feel, but this is just my first pass on adding details. Going to add a hallway (closed off) inside the intel room later, as well as in the hallway which will be fenced off.

Going to work on adding more to the ruins and the capture area a bit, plus going to add some support pillars to the yard sniper building. Hoping to get things added more tonight, but I wouldn't expect more screens for another day or 2 or maybe even towards the weekend.

More input is always welcome, either good, bad, or what, try and be constructive and offer suggestions. I am open for pretty much anything, but if you flame etc (doubt it), please offer ways you think would improve it.

Remember, this is the first time over in adding detail. The detail seen here is for a playtest version only, final details will come out during a later beta stage with many improvements.

http://media.rpage.net/hunted/a1/A01_i1.jpg
http://media.rpage.net/hunted/a1/A01_i2.jpg
http://media.rpage.net/hunted/a1/A01_i3.jpg

I know there are props under the map in screen 2, not worrying about them at this exact moment, :p
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
I don't want to rain on your parade but I figure the sooner you hear it the better.

Someone else has finished his version of hunted and we are currently play-testing it to fine tune the gameplay. All brushwork, texturing, lighting, props and gameplay mechanics are complete, including class restrictions.

Sorry :(
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
The sewer tunnels I am forgoing and not worrying about until voogru's version, in other words, if I am going to do it, it will be LAST. Plus, it's just tunnels underground, which shouldn't be bad. Having the tunnels and things on a normal gameplay server just will be crazy horrible without a COMPELTE remake of the size and layout of the tunnels, plus, no gernades will make tunnel defense a bit harder without a demo on defense, and if voogru disables that, then yeah... gonna be awkward.

You are 100% correct about the size and layout problems when going from TFC to TF2, a complete remake would definitely be much easier then trying to repair the old TFC map.

As for the port, it's be great to see for reference, as I wanna take a closer look at the insides of the yards sniper building, since I cannot recall the layout too terribly much. It will also help with the ruins area for reference.

Well, couldn't get MapFool to work right, so I did some quick basic fixes myself and replaced a few textures to make the map somewhat viewable. Most of the brush work is still missing textures.

Anyways, here's the linkey:
http://www.sendspace.com/file/k2vgg1
 

Rehsa4

L1: Registered
Mar 7, 2008
35
3
I don't want to rain on your parade but I figure the sooner you hear it the better.

Someone else has finished his version of hunted and we are currently play-testing it to fine tune the gameplay. All brushwork, texturing, lighting, props and gameplay mechanics are complete, including class restrictions.

Sorry

Just because someone apparently is fine tuning theirs doesn't mean I will be stopping mine. Many people in the past have said they've been working on it, yet you cannot find any proof anywhere. I'm not saying it's not done or anything, i'm just saying before I restarted my project i was unable to find anyone with any progress anywhere. I would love to see their progress and how it's looking. If they have good class restrictions and everything looks nice, then so be it, I can be more lax in keeping with the original hunted, and expand and give mine better balancing for all classes for a normal server.

I'd love to see how their hunted is going, let me know.

Well, couldn't get MapFool to work right, so I did some quick basic fixes myself and replaced a few textures to make the map somewhat viewable. Most of the brush work is still missing textures.

I am not worrying about the textures as long as the layout is there. Thanks, i'll look at it when I get off work.