Casted

Pru

L1: Registered
Jul 20, 2012
9
0
cp_koth_Casted [BETA RELEASED]

Submitted for KoTH Contest, Sponsored by STAR_

http://forums.tf2maps.net/showthread.php?p=263980#post263980


Greetings, this map is -=NOT=- for Medieval mode - it simply resembles an old castle look ... (I personally do not like medieval mode anyhow).


The basics of the map are:

One CP in the centre, takes 45 seconds to capture the point and must be held for a time of 3:20 at the moment - more than likely change with play testing.

Two teams must fight on the upper and lower grounds of the old fortress - both spawns are completely equal in terms of access and sights.

A death pit is located in the centre of the map to deter too much camping.

I wont be giving any tips or hints as to where each class would be situated, this is purely for those who play to find out (Or rather, I only have a seriously vague idea and it would need to be play tested for me to qualitize each area to classes)

On that subject; it may look as if snipers have dominance on this map - but if I'm correct, there should be a decent amount of cover from snipers.

This is all the information I can really provide at the moment seeing as the map is in BETA.

Expect serious changes in the way of gameplay or routes to objectives.

This map will be available for playtesting once I get the main geometry and objectives down.

Thanks!
 
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Pru

L1: Registered
Jul 20, 2012
9
0
New images for the map! OUTDATED, look further down for updates.
Code:
[IMG]https://lh3.googleusercontent.com/--9KaDC50wK0/UBSXpYxNg-I/AAAAAAAAABo/wInMmW_RulA/s800/hil_casted_2points0002.jpg[/IMG]

[IMG]https://lh5.googleusercontent.com/-_t32a05wQ1Q/UBSXpthy5_I/AAAAAAAAABk/hwgxIXuZUj4/s800/hil_casted_2points0000.jpg[/IMG]

[IMG]https://lh6.googleusercontent.com/-RQc5j-12ark/UBSXpm5j38I/AAAAAAAAABg/C0yXmpAAxn0/s800/hil_casted_2points0007.jpg[/IMG]

[IMG]https://lh4.googleusercontent.com/-8MflIF9FizM/UBSXpnSJcEI/AAAAAAAAABU/-tR87mTBbMQ/s800/hil_casted_2points0001.jpg[/IMG]

[IMG]https://lh3.googleusercontent.com/-1JGVoY7s7LU/UBSXpOnKsLI/AAAAAAAAABQ/DYcFJRUjuxk/s800/hil_casted_2points0004.jpg[/IMG]

[IMG]https://lh3.googleusercontent.com/-PZ9DtVBWxdg/UBSXo91fbDI/AAAAAAAAABM/fOaCDo0Zuok/s800/hil_casted_2points0005.jpg[/IMG]

[IMG]https://lh4.googleusercontent.com/-lmxeCdY6WbY/UBSXpMWzLBI/AAAAAAAAABI/T-YIBr_fhz4/s800/hil_casted_2points0006.jpg[/IMG]
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Blimey those spawnrooms are dark.

Also you might want to change the environment lighting so the map isn't completely in the shadow.
 

Pru

L1: Registered
Jul 20, 2012
9
0
Map has been released!

Do remember it is in BETA, so as you all know I'd appreciate the feedback from this - I still have quite a few things planned for this map, more routes at no.1.

I also realise it isnt quite suitable for full out games, but research and development are the two key factors I'm looking at here.

Screenshots for 29/07/2012 BETA release:
Code:
[IMG]https://lh5.googleusercontent.com/-SYe7v3pqO18/UBV5kil19eI/AAAAAAAAACk/NnJdxO0y214/s800/2012-07-29_00015.jpg[/IMG]

[IMG]https://lh6.googleusercontent.com/-uvN73ACS0AY/UBV5lAAowdI/AAAAAAAAACo/XX6KRIJcqVo/s800/2012-07-29_00012.jpg[/IMG]

[IMG]https://lh4.googleusercontent.com/-o5QR-Iy2gPQ/UBV5kikUc1I/AAAAAAAAACs/Fzb4diHEQIo/s800/2012-07-29_00013.jpg[/IMG]

[IMG]https://lh5.googleusercontent.com/-PaZUFlxIN-k/UBV5lPWX-nI/AAAAAAAAACw/AOP43ZIU1SA/s800/2012-07-29_00011.jpg[/IMG]

[IMG]https://lh6.googleusercontent.com/-0JJIXY1_Mx4/UBV5kYcH7AI/AAAAAAAAACY/oniThQa-B9A/s800/2012-07-29_00009.jpg[/IMG]

[IMG]https://lh4.googleusercontent.com/--4Xh9lVDoq8/UBV5kR-lzaI/AAAAAAAAACU/0XHsoLIQ0ZQ/s800/2012-07-29_00016.jpg[/IMG]

[IMG]https://picasaweb.google.com/108506973984154763472/DropBox?authkey=Gv1sRgCOy798K21a65nwE#5770652166672829746[/IMG]
 

Pru

L1: Registered
Jul 20, 2012
9
0
Changelog History
Code:
---------

-Increased hieght of skybox, soldiers can no longer 'hit' the top.

-Increased light within spawn rooms, much more visablility.

-Changed water to a more expensive and better quality texture, also created a water_lod_Control so the water doesnt become super dark when on the upper level of fortress grounds.

-Disabled shadows on surrounding treeline.

-Re-added environment sounds, somehow got removed.

-Changed skybox texture, previous was not working.

-Fixed torches to actually 'burn' - do not cause damage as they are simply a smokestack and some other elements.

-Fixed yet more textures.

-Added torches to second level death pit room.

-Fixed sun, Environment lighting is now 100% better for visiblity.

-Increased control point cap time from 15 seconds to 45 seconds - this makes sure scouts cannot casually cap alone and in theory requires at least 3 people to cap efficiently.

-Added torches to both large rooms either side of the fortress - will eventually put more cover in these as the map changes.

-Added control point and battlement signs on the red side; had forgotten to symmetrilise these (assume that is a word).

-More fixes and additions possible, though cannot currently remember if or if not.

-Map is due for uploading in approx. 1 hour.

29th July 15:30pm
----------
-Will post link to map later on.

-Posted new pictures below in forum to bump up thread to enlight its update.

-Fixed a few leaks which happened unexpectedly.

-Updated map name and properties.

-Updated spawns with spawn doors and the essential equipment to block enemies from entering spawn.

-Updated lots of errors in map textures (there are still a few I need to sort out, they're proving resilliant).

-Map now in Beta stage for testing purposes, still much to do and add at this point in time, early play testing must be done in order to provide a better understanding of how the game will play out in this map. (please report back to me in this thread)

29th July 03:00
----------------------------

-Added Foliage (Pines, mostly).

-Added surrounding walls (Yet to make clips).

-Added details to deter spawn killing from the points (Currently still figuring  how to make this less of a potential problem, must be PLAYTESTED).

-Fixed yet more textures.

-Added small pines to create a panorama - might need to work out lighting on the props.

-Created stairways to each side of the centre structure, fixed stairs.

-Cannot fix fire, will leave for now, minor problem.

-Added signs to display which is what CP.

-Fixed some more lighting problems.

-Re-textured as many areas that couldn't be seen as I could find with nodraw (This was done as I went along, but was a mere re-check).

-Turned map to BETA stage, will be available for playtest soon.
 (If you do playtest, please report back to me and list any and all problems)

23rd July ("14:23 GMT")
------------------
   ("22:21 GMT")

(Snapshots updated)

-Created two basic spawns.

-Fixed lighting problems (Lack of lighting..more so).

-Added two paths from both spawns, each path is a different way to the one oppisite to deter early kills (E.G, Blu's path goes down, Red's will go up, vice versa, see pics for more info).

-Added more wooden pillars on the walls and some nice arches for the paths out of the spawns.

-Aligned/fixed more textures.

-Fixed water having a pinkish overlay (Env_Cubemap!)

-Fixed geometry in the water pit to accomodate walking up and down the two paths.

-Neatened up parts of the map.


Late hours of 22nd of July
----------

-added displacements for future use (when I figure where the spawns will eventually end up).

-Fixed/aligned many textures, added one hell of a lot of nodraw to improve performance both client and compile wise.

-Death pit added in the centre of the map, players do have chances to avoid when falling into the hole - deals 42000 damage, extra 0's incase Hale comes after me.

-More wooden struts added to break up .. 'blandness' and give way for detail - will add more soon enough.

-Added water basin and ground with painted grass - displacements prove to be a fine addition.

-Set up lighting for map, improved twice - may lighten colours one more time to get rid of the noticable tinge of yellow.

-Revised spawn rooms, each bridge is no longer a spawn room, instead looking to extend this into a small outer ring for a walkway (Will show more in pictures when this is updated properly).

-Revised midsection and improved accessability to the CP from the mid part of tower, still working on a way to get to the top from the bottom of the map.

Midday of July 22nd
------
-Created mid section tower where the two CP's will be held.

Early hours of 22nd of July
-------
-Created two bridges to a mid section, both sides represent team spawns.

Started 21st July
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
OK, see, when Jeremy said your shadows were too dark, he didn't mean that they were too long; he literally meant that they were too dark. The ambient light either needs to be a lighter color or brighter.

Also where do people keep finding that expensive water texture? It seems to be a mistake that it's in the game at all, judging from how none of the official maps with water use it.
 

Pru

L1: Registered
Jul 20, 2012
9
0
OK, see, when Jeremy said your shadows were too dark, he didn't mean that they were too long; he literally meant that they were too dark. The ambient light either needs to be a lighter color or brighter.

Also where do people keep finding that expensive water texture? It seems to be a mistake that it's in the game at all, judging from how none of the official maps with water use it.

Alright thanks, I'll do that for the next release - I'm also confused as to your position on the water.

Otherwise, the water may have been used for making 'Meet The' scenes - I believe they included almost (if not) all the content used in each.

EDIT: Derp, I forgot to use the 'sunspreadangle'... explains the super dark shadows.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
It's not the spread angle that makes shadows lighter; that just gives them a penumbra. (See Badwater Basin for some good examples of how this looks in-game.) In maps that have harsh lighting — for example in settings where there are no clouds — a low spread angle is perfectly acceptable. (Hydro, for example, has an angle of only 0.5.) Again, it's the color and brightness of the ambient light, the second color setting in the window, that ensures decent visibility in shadowed areas.
 

Pru

L1: Registered
Jul 20, 2012
9
0
I think it's a plausable idea to completely just drop this map, I'll release it as an unfinished later on - for now I have 10 days to come up with an idea, execute it and build ontop of it... I'm so glad I have alot of free time atm.


I don't think this concept was going to work anyhow, hopefully someone can revamp the idea later in time.