CSF Capture

tyler

aa
Sep 11, 2013
5,102
4,621
A map by tyler and prestige.

CSF For Dummies: It's CTF, but the flags move farther back into more easily defended areas. Like normal CTF, you always go to the glowing intel and cap wherever your intel is. Turtling C is not advised, because it means giving up A and B, effectively giving the enemy team only one cap needed to win rather than three.
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
How'd you get those lanterns to float
 

Toxindude

L3: Member
Aug 2, 2012
103
4
Can't wait to see the final product. Really nice layout :)
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
I like the looks of it, but those wooden signs (including the SOLD sign) don't really seem to fit with the neon signs.
 
Mar 23, 2010
1,872
1,696
my monopoly on csf is like a monopoly on poop lollipops
 
Mar 20, 2012
391
806
Looks pretty neat. I still don't get exactly how this game mode works, but I'm interested.

It's an alpha, so artistic criticism is pretty pointless, but in your third screenshot you have two escalators next to each other - one with an awning and one without. In general, escalators always give a stair option. Examples:
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universalstudiosstairway.jpg


Anyways. Super minor, but thought I might bring it up.

Look forward to testing it.
 
Mar 23, 2010
1,872
1,696
you're the one who demanded an escalator for some reason, and the hanging piano which you wont let be an environmental hazard like it always dreamed
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
Oh, and I like this map because it features the Bus. That's kinda my new thing. ;D
 

Trotim

aa
Jul 14, 2009
1,195
1,045
I wish people would stop doing really demanding lighting in early alphas. Not only is it bound to have issues that distract from the gameplay (super dark spots) but it also makes you cling to what you have too much. If you move some props or pickups, if you close some path you'll have to redo a ton of lighting or else you make players focus on empty spots or dead ends etc.
I just don't see why you'd do that in such early versions. Sure you can do it in alpha if it matters a lot like in night maps but not in the very first version
 

tyler

aa
Sep 11, 2013
5,102
4,621
Well I copied all the lit signs from King, and all the other lights are instanced, so it actually isn't a big deal at all to do any relighting if I need to. I don't mind doing it in alpha, it's kinda fun for me. Mostly it looks good because all the textures are smooth and the lighting is normal with -staticproppolys and -staticproplighting.

If I was just plopping down 800r light ents, not only would I still miss corners but the map would also look like shit. So it doesn't matter. The biggest argument anyone could give me is file size but I like it better this way, because it means the beta filesize won't jump 50mb unexpectedly.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Right, I guess so. I personally wouldn't enjoy it, maybe because recompiling takes forever on this machine
 

tyler

aa
Sep 11, 2013
5,102
4,621
For this, VRAD takes about 1:30. On Anthem, which I've been doing -final HDR, it takes me about 25 minutes almost exactly. That includes some lightmap optimization though. At any rate, my PC is decent enough to handle it easily.
 
Mar 23, 2010
1,872
1,696
you are assuming my layouts are not 100% perfect
 
Mar 23, 2010
1,872
1,696
so this crashes servers 15-20 mins into playing
and it crashes when we try to make a nav (crashes @ mesh visibility)

what be

edit: ok it's csf entities i think
 
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Mar 23, 2010
1,872
1,696
csf broken? worst day of my life