CTF viaduct

wareya

L420: High Member
Jun 17, 2012
493
191
"yet another gamemode conversion"
I just kind of got bored and decided to do this because someone thought it might not be a completely terrible idea.

it's based on pro viaduct instead of normal viaduct because reasons. the intel room is fairly small with a bunch of doors and windows, suspended between the spawn connectors and the towers in the middle that are facing across the point. it looks something like pictures related.

also I replaced every instance of invisible with playerclip or blockbullets because it's bugged in tf2. some of them were replacing with the wrong one (clip instead of bullets) but I can fix that later I guess.

-the rocks you can jump onto up to the cliffs are more balanced now
-it's missing a custom prop from the original pro viaduct
-you can shoot through some windows in stupid ways because they're supposed to be blockbullets instead of playerclip
-haven't thought about new lighting or any other changes yet
-also some of the lighting is basically broken but I haven't thought about it yet because I don't know if it's worth it

there's a ctf_viaduct mod already somewhere but it doesn't look like it ever got out of alpha and nobody plays it. so I'm just going to number my alphas a0, a01, a02, etc.
 
Sep 7, 2012
638
500
The Intel rooms are very close together and the spawns are quite far from the intel - I feel like the first team to kill a few of the enemy players will be able to win quite quickly.
 
Mar 23, 2010
1,872
1,696
I agree, instead why not make that room lead into like a dropdown/catwalk thing above the intel? and then put the intel in some place behind where u have it (maybe some like room with narrow hallway connectors from the outer 2 routes) and move spawns back. also theres little reason to go on the former point area, maybe put a medium hp in the very middle?
 

wareya

L420: High Member
Jun 17, 2012
493
191
I feel like the further back the spawns go the slower the map's gonna be. If anything kills CTF in a game with slow movement it's big maps, I think. I think viaduct's size is nice, just need to make the intel rooms good enough. Speaking of which I decided that going in a straight line of stairs from mid is overpowered so I did this:

AHmvoN2.png


Also, I don't understand how the middle of the map could be unused or boring considering that it's literally the only way to get across the map. It's also a chokepoint so I have no business putting pickups inside of it.

I wanna add a staircase into the intel from the spawn area but I haven't figured out how it's going to work yet.
 

wareya

L420: High Member
Jun 17, 2012
493
191
a01
- Added a route straight from spawn area to intel area, might have problems but it's the best I can do right now
- Moved the staircase up the front of the intel shack so that it's not blatantly overpowered
- Embedded the dogbread and sniper mug models that pro viaduct used instead of removing them
https://dl.dropboxusercontent.com/u/1811521/ctf_viaduct_a01.bsp.bz2
sdfgserfwd.jpg

adsfgalkerp.jpg

map still has awkward lighting because it takes forever to compile and I can't shotgun test stuff. yogo