DR_Ironworks

Moronmaster

L1: Registered
Sep 28, 2011
16
3
Ironworks

RED Ironworks

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EDIT 03/03 2014
After many weeks of inactivity, I can happily announce that this project is almost finished. I will be leaving for Kuwait with the national team in american football this Wednesday, and I won't be home for at least a week. Because of this, I am releasing this map in an early beta stage to build some feedback while I'm gone. Some parts, most notably the ending, are *very* basic and require a lot of touching up. However, most, if not all, gameplay elements are there and fully tested. The map should work from start to finish now.

I've included a few server commands through entities that automatically remove game time and respawn times, for testing purposes. If you want to use this map like a proper deathrun map, you'd have to change the server commands manually through your console.

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An innocent factory secluded in the forest due northwest of Sawmill. Reports have been made of strange deliveries and shady personnel entering lately, and you have been designated to explore the complex and uncover whatever secrets lie within...


So, cheesy fan fiction aside, this is a deathrun map that I've been working on for the past two months or so, as a little side project for when I'm not studying. It's the first map for Team Fortress that I have made with actual gameplay elements in it, past projects have merely been trade maps and one arctic payload map that was put on hold due to studies and sports.

I've taken some creative liberty while making this map and tried to toss in as many custom models, textures and sounds as possible. Some avid players might recognize the introductory music when joining the game, as well as the other borderline stolen progression tracks throughout the factory.

Mainly looking for tips and tricks here, since there are a lot of errors and glitches in there. This map is in now way considered ready for proper gameplay, I merely uploaded it here to gain some form of feedback, as well as show my face to the community.

Code:
[U][B]To-do List[/B][/U]
- Finish the geometry and detail aspects
- Polish/add traps to existing level geometry
- Fix eventual bugs and glitches
- Fiddle with materials and sounds
- Optimize file sizes
- Drown a tuna
 
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woodx

L1: Registered
Dec 29, 2012
44
22
crash-bandicoot.jpg


Nice crates you've got there
 
Mar 23, 2010
1,872
1,696
other than the last pic's wall texture which sticks out like a sore thumb, this is a nice looking map
 

111112oo

L1: Registered
Dec 13, 2013
23
0
Ok, map needs alot of extending. The map is way too small with only 10 traps and alot of them are easy, seems like you rushed to finish each area. Try extending the first part backwards by 2 traps, extending the 2nd area forward and backward by 1 trap, adding a trap in the room after the elevator in the 3rd area, remove the last trap of the 3rd area, extend the area then add a more powerful trap, add a trap or two after the stairs then cue the troll fall, now the next area is just eugh, needs a rework, have a large gap to jump across underneath the lava bucket and increase the speed of it. add 2 traps after that, and remove the spinning conveyor trap. All of that should extend the map to 18 traps or less. If you don't want the map that long, forget about the area after the stairs, forget about 1 of the traps in the 2nd area and the trap after the elevator.

Can't wait till your done.
 

Moronmaster

L1: Registered
Sep 28, 2011
16
3
words words words
Heh, I've been hearing that a lot. Main reason for the lack of traps is an awful imagination on my part.
"Extending" the areas might be kind of tough, because of the many entities and timing work I've put in. I'll stick to working with the base geometry, but I'll toss in more props and decoration for use in traps.
My main idea was to finish the base layout of the map and then add in traps and detailing later on. The map as it is now is so hilariously unfinished.
 

111112oo

L1: Registered
Dec 13, 2013
23
0
Heh, I've been hearing that a lot. Main reason for the lack of traps is an awful imagination on my part.
"Extending" the areas might be kind of tough, because of the many entities and timing work I've put in. I'll stick to working with the base geometry, but I'll toss in more props and decoration for use in traps.
My main idea was to finish the base layout of the map and then add in traps and detailing later on. The map as it is now is so hilariously unfinished.
The map is way to small to put traps in the already existing geometry, the distances between traps is fine, and shoving them win will make them feel very unnatural and cluttered.
 

Moronmaster

L1: Registered
Sep 28, 2011
16
3
So I realize that it's been a while since I made an update here.
I've been working on this map daily for the past few weeks now. I've run numerous tests with my friends, and gotten some valuable feedback. The map is almost ready for beta testing now. I'll update the OP once it's finished.
 
Mar 23, 2010
1,872
1,696
Moved to non-standard mapping forum section.
 

111112oo

L1: Registered
Dec 13, 2013
23
0
I really hope you added some multiple endings after the bossfight, and that you added extended the 1at area to add 2 traps, add some traps in the 2nd area, extend the 3rd area to make the 3rd trap there harder, add a new area after the stairs, and remove the spinning conveyer trap, and add a new trap between the conveyer and metal bucket. Can't wait!
(about 5-6 new traps)
 

111112oo

L1: Registered
Dec 13, 2013
23
0
Ok, 1st 3 areas are fine with traps. The 4th area needs: A trap in between the bucket and conveyor (extend the map, don't place it in existing geometry, It can be done, use cut tool and ctrl click to do this. Add a trap that spawns a forcefield in the hole of the conveyor trap (4th area), turn the glass breaking trap (5th area) into an activated one. Maybe add another area of 2 traps in front of the 3rd area after the stairs (not the hole) 15 traps. If that's too much, forget about that extra area. Some servers don't have guns, so you might need to make a separate melee version that activates the portal to the obstacle course after a certain time, not by breaking the bosses 2 cores. I had the lasers kill me after I destroyed the core in the obstacle course, Fix the lighting for the last few areas.
Make the boss death better. On the topic of multiple endings, the current one could fit as an humiliation.

More to be added.

Edit: there should be some more particle effects for things like teleports, traps and more. You should make it so everyone gets teleported to the boss battle when someone reaches it, as a late comer would get teleported right into the lasers.

EDIT2: Add a motivator, Add an easter egg.

EDIT3: Reduce the damage needed to be done to the cores, I don't know if this happens or not but do not make the portal to the obstacle course disable, only disable it when someone destroys the last core.
 
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