CP Fjord

Krayken

L1: Registered
Aug 6, 2012
44
6
Hello everyone! This is my first TF2 map. Ever. It's in Alpha, so there's your dev textures, and a sum props . It has 2 out of 4 planned control points in the area, and is a small map and is meant to be "quick" (even though the max time limit can go to 8 mins, when I add CP 3 :/). Also, a thing here is falling, on most points you can be blasted off into the sea.

CP_FJORD ALPHA V1_2

Known Issues-

-Time- is it too long?
-Few graphical errors

TO DO:
-MORE PROPS! MORE DETAIL!!!!!!!!
-brush fixes!
-displacements!
-Finish third CP basic structure and CP!
-Finish the map


That's all for now, folks! Run around and tell me more.
 
Last edited:

Freyja

aa
Jul 31, 2009
2,994
5,813
TF2Stats says no. And I have no idea what LeSwordfish is talking about.

In the future, you can use cl_drawhud 0 and r_drawviewmodels 0 to hide the hud and weapons for taking screenshots. (Or just hide your hud in spectator mode).
 

Krayken

L1: Registered
Aug 6, 2012
44
6
TF2Stats says no. And I have no idea what LeSwordfish is talking about.

In the future, you can use cl_drawhud 0 and r_drawviewmodels 0 to hide the hud and weapons for taking screenshots. (Or just hide your hud in spectator mode).

Oh! Thanks for the tip!

"Hard" at work now. (ie. new version soon)

EDIT: Soon as in, tommorow (GMT +8 here!) cya!
 
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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
From the full map screenshot, I see a big sightline over looking the second point.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Is there any water in the map? Because you say that you can fall in the sea, but I can't really see it from the screenshots. Also that shed on the right of the third screenshot has no light inside of it.
EDIT: Don't know if you know (I think you do, but anyway), it's useful to put _a# (where # is a number) behind your map's name to keep different versions separate.

I downloaded it, because I was curious about the water... And then I found out some weird things. Some metal doors in the blu spawn that open once setuptime has finished should stay open. But they close after 3 seconds.
The water lets you see the vault, same goes for skybox when looking down. Also, I can just walk in the other teams spawnroom and resupply there. And the water-deathpit is going to be great for airblast-loving pyro's.
So a list:
- blu setupgates need a fix
- spawnroom doors with team filters
- water?
Just trying to give you some useful info :)
 
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Krayken

L1: Registered
Aug 6, 2012
44
6
Is there any water in the map? Because you say that you can fall in the sea, but I can't really see it from the screenshots. Also that shed on the right of the third screenshot has no light inside of it.
EDIT: Don't know if you know (I think you do, but anyway), it's useful to put _a# (where # is a number) behind your map's name to keep different versions separate.

I downloaded it, because I was curious about the water... And then I found out some weird things. Some metal doors in the blu spawn that open once setuptime has finished should stay open. But they close after 3 seconds.
The water lets you see the vault, same goes for skybox when looking down. Also, I can just walk in the other teams spawnroom and resupply there. And the water-deathpit is going to be great for airblast-loving pyro's.
So a list:
- blu setupgates need a fix
- spawnroom doors with team filters
- water?
Just trying to give you some useful info :)

I fixed the doors, the team filter texture doesn't work (They still work, I added filters to both areas), and the "missing" water is caused by lack of cubemaps. I'm going to fix all of it soon (ie next version).

IE. You can actually play a round! So I'll be posting that soon, as soon as I figure out how to get the filters to work properly (seriously, help! I can't get them to work, nodraw on all sides except the face that shows the no_entry texture right? I parented it AND told it the spawnrooms!), and to get a door to open properly when you get near it. For now, I'll probably use "On Touch, Opens"

So yeah! Look for a new version in the next hour! So much has been added, too!

EDIT: Checking for leaks, to fix water! Will upload. Soon!
 
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colacan

L5: Dapper Member
Apr 14, 2012
235
85
func_respawnroomvisualizer is what blocks the entrances of spawrooms, yes. If the func_respawnroom is set to red, the visualizers will keep blue out. So they should work if you set "associated respawnroom" to the name of the red spawn. No need to parent it to anything.
And the mapping resource pack from ABS has prefabs of doors, team filters and other stuff. So if you use those, the doors will work. (probably)
Good luck.
 

Krayken

L1: Registered
Aug 6, 2012
44
6
func_respawnroomvisualizer is what blocks the entrances of spawrooms, yes. If the func_respawnroom is set to red, the visualizers will keep blue out. So they should work if you set "associated respawnroom" to the name of the red spawn. No need to parent it to anything.
And the mapping resource pack from ABS has prefabs of doors, team filters and other stuff. So if you use those, the doors will work. (probably)
Good luck.

He, it works now (as you will see if you try the map now).

Anyways, I've textured a bit of it, added more stuff, and put up a new building between A and B for cover, as well as MORE cover, thinking now, I'm going to remove a bit, might be too hard to defend everything :p
 

Krayken

L1: Registered
Aug 6, 2012
44
6
Updated! Just a little bump-love to show that it IS updated. Because looking at the main image on TF2map's homepage is so hard.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
For an alpha, the detail is near beta level. Dev textures should be used in early gameplay development, so you can make layout changes easily based on the feedback from the gamedays.
 

Krayken

L1: Registered
Aug 6, 2012
44
6
For an alpha, the detail is near beta level. Dev textures should be used in early gameplay development, so you can make layout changes easily based on the feedback from the gamedays.

Yeah, I texture it cause I'm bored :p Anyways, It's still easy for my to change things around, but from this note I'm to leave everything to dev for the last two points.
 

Krayken

L1: Registered
Aug 6, 2012
44
6
I'm thinking of changing the map to a 2 cp map. What do you guys think? I think it would work a lot better (If I do go along with this plan, CP A will be removed and replaced with a building and CP 3 with be moved a bit farther.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
I'm thinking of changing the map to a 2 cp map. What do you guys think? I think it would work a lot better (If I do go along with this plan, CP A will be removed and replaced with a building and CP 3 with be moved a bit farther.

Make it 3CP map, like Mountain Lab. It is better. I hate Gorge, the second point is a sentry rape.
 

Krayken

L1: Registered
Aug 6, 2012
44
6
Make it 3CP map, like Mountain Lab. It is better. I hate Gorge, the second point is a sentry rape.

I already have the 2cps planned out, I dunno where I can fit another. The last point is a sightline w/ cover and 3 entrances to the point (straight forward, and from the left and right) You'll see, and really I wish this could be actually played because I want feedback on the balance :D

Anyways, If I decide on making it 3CP, I have a plan, but I'll need to think about it.