[WIP] Karachi... no set gametype yet

Cerulean

L3: Member
Sep 12, 2008
112
60
[WIP] Karachi... gametype undecided (Added Video!)

Edit: Added Video. Encoding for youtube always turns out bad for me... not sure why. Anyways, its about 10 minutes of footage, here's the link:

http://www.youtube.com/watch?v=SmZUsig3cO8


________________________________

It's been a few months, maybe even a year since I put this project on the shelf... I thought I'd pull it back off and see if I could finish it. The layout of the map is based on a defuse map from counter-strike... de_karachi01. I loved the map because of the many paths you could take, and the ambience was pretty damn good (I thought the sounds were great). Links to cs map:

http://www.fpsbanana.com/maps/16601
http://www.slothy.com/composite/karachi/

So far, I'd say I have the majority of the brushwork done. I stopped working on this map last year when I realized how much there was left to do before testing... lots of texturing... detailing... maybe modeling... etc. (didn't have the time for it).

But now, I've got lots of free time. I need some help. The first problems I need help with:

1. Rooftop access. I feel like rooftop-jumpers are going to dominate if I don't limit access to some rooftops. I don't want to use the cheesy invisible wall to keep them off... but I don't know if I can 'raise the roof' and still make it look good. This will depend on the theme.

2. The theme. The old theme was... well... karachi. I need to change this... kind of. I want to keep as much of the ambience as I can from the old map. I loved the sounds. I might link these later. But yeah... look at the pictures... let me know if you have a theme that might fit (even if I need to change a couple things). Anything at all...

3. Textures. Detail. Etc.
This goes with the theme... duh. The brick and concrete was originally used for contrast when I was running around in-game. I need a reason for the spool, crate, and bench props. Ignore the control point props... (laser/radio/radar). I definitely need to add more props (light fixtures, theme props, etc). And the skybox... no idea what to put there yet.

4. Gametype. Almost forgot. I was going to use that one type... the cp one.. capture two points before you capture the third. But... I don't think I like it. Suggestions, please.

5. Size. This kinda goes with gametype. When I finished turning the cs map into a tf2 map, the map was, well, cs-sized. I stretched the map's x's and y's, and it seems to have worked without any problems. I might eventually throw in some screens to help (better than the ones below, using third person? or sentry range... or just some engy buildings). Does it need to be stretched a little more?

I'll add more to this list when I think of something. A few notes before screens... I'm going to try to get a video of the map (tf2 version), running through it or whatever. I might convert/upload a video to youtube, of the cs version of karachi that I have from one of the sites I linked. And... any help/ideas would be appreciated... I want to get this map ready for testing ASAP. I'll be doing some sketches and maybe a little modeling once I find a theme I like.

Here's some screens of what I think is the most recently compiled version (captions might help, and I forgot how to take screens without all the on-screen crap):

Spawns are red and blue (red defending). CP's were green (if I keep that gametype). Cap 1 and 2 to unlock 3. Or A and B, then C... whatever works for you. I kinda made it confusing... too late now; for reference, A is #2, B is #1, C is #3. And I think all the concrete roofs that aren't touching the skybox are accessible. For now.
tf2kara_b300491-1.jpg


Above blue spawn. Too many rooftops. Ugh.
tf2kara_b30050-1.jpg


Blue spawn. Straight out or above right, your choice.
tf2kara_b30043.jpg


Looking out from above blue spawn. Left to #1, right to #2.
tf2kara_b30030.jpg


Looking at blue spawn (top left)
tf2kara_b30006.jpg


Looking towards blue spawn from near CP #2. Blue can go through the hall or to the bottom left.
tf2kara_b30027.jpg


Near blue (blue spawn is right, around corner). Left goes to #1. The top left building with the lookout can see points 1 & 2, but sentries will only have so much range.
tf2kara_b30045.jpg


Lets call this CP #1 (need 1 and 2 to get 3)
tf2kara_b30044.jpg


Looking at CP #1. Blue would be coming from the far side (top-left ish).
tf2kara_b30003.jpg


CP #1 from blue side.
tf2kara_b30022.jpg


And... CP #2 (need 1 and 2 to get 3)
tf2kara_b30036.jpg


Looking from CP #2. Left goes to blue spawn, right to either #1 or #3.
tf2kara_b30009.jpg


CP #2 again. Left goes to upper blue spawn.
tf2kara_b30035.jpg


Looking at #2
tf2kara_b30008.jpg


Looking from above #2.
tf2kara_b30057.jpg


"Mid". Left, or over the roof on the center-left goes to #3. Right to #2, bottom left to #1.
tf2kara_b30011.jpg


Shot taken from about the same spot as above, looking reverse direction. Mid to #1. Building on right overlooks #1. Building on left (barely visible) has views of both points 1 & 2.
tf2kara_b30012.jpg


Mid again.
tf2kara_b30037.jpg


Red side to #1. Above is accessible by taking the top left hall.
tf2kara_b30013.jpg


Looking at red. #3 is at bottom left, red spawn at top.
tf2kara_b30039.jpg


Red spawn.
tf2kara_b30020.jpg


Above #3, with different ways to get to #2.
tf2kara_b30054.jpg


Standing where red goes to #3. Hall goes to #2.
tf2kara_b30058-1.jpg


Above #3. Top goes to mid, top-left overlooks mid.
tf2kara_b30055.jpg


Above #3, top-right goes to #1.
tf2kara_b30056.jpg


Above area connecting #2 to #3.
tf2kara_b30052.jpg




The screens aren't the best... not even full res. I don't have a screen of some of the building interiors... maybe once I do a little more work I'll clean this thread up. And I might try to get a video so you can see the map layout a little better.
 
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00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
Looking good so far, nice layout.

Constructive criticism:
Vary your textures more, maybe add frames/beams around some of your buildings and give them a wooden texture so they stand out and don't just look like there all part of one huge wall of buildings. Thats all I can think of, Good luck.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
This map was AWESOME in CS 1.6! Please don't limit the rooftops too much, it was one of the things I loved about it.
 

FaTony

Banned
Mar 25, 2008
901
160
Umm, i think u should try to convert arabic desert cs theme to something texas desert tf theme.. like umm badwater.

Actually, dude, the map would be GREAT with payload type. I clearly see mirrored S shape track. And those CPs would preserve your order! Just make track route wider and here we go. Awesome pl map.

Painted:
xis6586w3fzxl1r8wg.jpg
 
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Cerulean

L3: Member
Sep 12, 2008
112
60
Added video. I suck at encoding for youtube... but get over it. It's about 10 minutes of footage, just for layout, ignore most detail/theme/texture stuff (since that will change).

http://www.youtube.com/watch?v=SmZUsig3cO8


@Dox

By limiting the rooftops, I mean areas that weren't accessible in 1.6. You can see what I mean at the end of the video.


@FaTony

I don't even know if I wanted to keep the desert theme... I'd like to go alpine and still keep the ambient sounds.

Pl would be fun if I could pull it off (meaning I don't know how much I'd want to change the original map). Some parts of the map seem like they would be left out... I did make a slightly larger version the map (more stretched anyways), I'll have to load that up and see how it looks/feels. The points might change slightly, and I'd probably add more for payload.


and, @CHRONOS

Deciding on a theme should help me fix those problems. Then each building would have a purpose... and not look like a wall of bricks.
 

Cerulean

L3: Member
Sep 12, 2008
112
60
If anyone wants to test the layout or whatever... I've tried setting up a dedicated server.

My IP changes occasionally... so resolve the IP for chill.mine.nu. Port should be default. Password is karachi.

I'll try to leave it up when I'm at work/sleeping... so you might not be able to connect. If you can, don't break it. ;)
 
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joshman

L5: Dapper Member
May 7, 2008
204
14
BTW, Ladders in TF2 Don't work well, and personally i'd avoid them and replace them with ramps.
 

Gadget

aa
Mar 10, 2008
531
527
I wouldn't say that they don't work well. As long as a ladder is not part of the main routes but instead used for an additional side passage (like a sniper spot) it's fine and not a bad thing to use one or two ladders in a map. Just don't use them in areas where a lot of action takes place and always try to provide a second path like a ramp to get where the ladder goes.