[WIP] ctf_Aerospace

Username

L2: Junior Member
Aug 26, 2008
96
61
Thanks, I was worried about it too. I made them when I was preparing the map to be converted to CP, but then went back and left them there. I'll turn them into a tunnel, that's what I'll do.
I would suggest against turning them into a tunnel. Actually, I would advise against keeping it at all. If you listen to the Valve commentary, they talk a lot about keeping the level simple. If you look at something like dustbowl or goldrush, there's maybe an alternate path through the level, nothing more. I think it would be better if you removed the two rooms entirely, and put the healthpack somewhere more visible.

Just my 2 cents.
 

crazychicken

L2: Junior Member
Feb 14, 2008
92
7
ctf_aerospace_brc0014.jpg


ctf_aerospace_brc0011.jpg





Personally I like how this is possible, was just posting if you didnt know. the tree near the wall that runs along the left side near the waterfall is too close to the wall, if you drop down behind it you get trapped
 
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Cerious

L420: High Member
Aug 10, 2008
455
133
So did you fix the crazy lag at the waterfall? I'm hoping that you added the fade to some of the objects so that we don't lag out everywhere outside. Optimization is one thing that keeps players playing, and also can turn players away.

Anyways, add it to FPSB and I'll review it. Good Job!
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Yes I did some major optmization on the map. I can't do miracles, but I hope that it comes out with acceptable FPS now. Before this version there where no hints to be seen anywhere and I also had not set the fade distance on any models. I also added a few occluders here and there that should help a bit, but some of my inexperience early on now reflexts in a couple problem spots.

All I can say is that if you like this one, you can get some expectations for the next :D

edit: ok it's out there: http://www.fpsbanana.com/maps/67068
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Can't wait to give this version a run though =)
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Damn I need to play this with real people soon!
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Hey guys thanks!

I've posted about the map on various forums already, and will keep spreading the word around, viral marketing ftw!

If you guys have the time to drop in a nice comment on FPSB or the Steam official forums, it would be much appreciated!

http://forums.steampowered.com/forums/showthread.php?t=729588

http://www.fpsbanana.com/maps/67068

Cerious, how did the framerates go for you man? I've heard of people still having trouble with it, I'll have to optmize efen further for beta 2.

I can't wait to play it this saturday with you guys :D
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
I'll hopefully have beta 2 released tomorrow!

Here are a couple sneak peeks at the new version:

ctf_aerospace_b20004.jpg

ctf_aerospace_b20005.jpg

ctf_aerospace_b20006.jpg

ctf_aerospace_b20007.jpg

ctf_aerospace_b20009.jpg

ctf_aerospace_b20010.jpg




Oh yea, those planes fly all over the place!
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Looks awesome Arhurt :-D

Though for the cliffs, you should use the custom rock textured posted on this site. Its even set up as a blend (from rock to grass, though in my map I switched it to rock to dirt).
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
****ing amazing! agreeing with DJive about the rock texture though!
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Hey guys, I just uploaded the new version on the downloads page. Here is the message I'll be putting out later tonight:

Meet ctf_aerospace beta 2!

Hey guys I have just released the latest version of my map and I hope you guys like it, it has a range of improvements from the last version and plays much better with fewer people now.

Better than words I'll leave here a few screenies for your viewing pleasure:
ctf_aerospace_b2_banner.jpg


You can check more screenies and some more info at these links:
My portfolio (updated!) -> Arhurt's level design
Photobucket map gallery (tons of pictures from all versions) -> Arhurt/ctf_aerospace - Page 1 - Photobucket - Video and Image Hosting
Development thread (as much detail as you can get)-> [WIP] ctf_Aerospace - TF2Maps.net Forums

And you can download the map from these two mirrors:
TF2Maps.net Forums - ctf_aerospace_b2
FPSBANANA - ctf_aerospace_b2

Thanks a lot for the read, I hope you download and have fun with it. I certainly had a lot of fun making it.

If you guys think it's worth of being uploaded to the server I'd be more than happy with it, being in map rotation would be simply terrific!

Any suggestions, compliments and criticizm is welcome.
 
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Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Wow, looks like it'll be much more fun without all the extra space you removed.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Now the size is much more in line with standard CTF maps, I guess, it so different Ill try to re-introduce it to servers that turned it down before.
Looks amazing, but thats a given.
Difficult at times to go through the upstairs windows, not sure why yet.
Dd you intentionally make it so you have to crawl through the upper ramp window in the tunnels?
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Before I could appreciate the work you put into it but always thought it was too big, but wow, I really like this new version. since you want the map to be perfect I will point out a few tiny errors that you will want to correct:


Misaligned texture:
error1.jpg


Stalactite is floating in mid air
error2.jpg


Prop is too far from wall
error3.jpg


Misaligned Brushes
error4.jpg

error8.jpg


All these stairs need player clipping on both sides (please)
error5.jpg

error6.jpg

error7.jpg




Finally 1 tiny cosmetic opinion. I think these broken concrete walls looking almost identical with how much chipped off concrete there is looks sort of strange. (Make them different from each other)
error9.jpg


Like I said. Tiny problems but this map is so good and I know you want to get it perfect.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I ran through it, and I have to say there isn't a real clear visual distinction about what will kill you on the cliffside. There's a flat area under the bridge that looks like you can walk on, but you die only a foot below. The problems with this are that scouts could save themselves by jumping back upwards, and soldiers could rocket-boost their way back up, but the hurt brush is way too close to the bridge. Also, there are some player-sized gaps in in the platforms on the side against the cliff wall ("the inside", I guess. Where the trusses are.) that can be a pain when running across the bridge.

Other than that, this version seems much better.

EDIT: Also, the flying plane models sometimes get a bit too close to the world and appear to fly through hangar walls and other rather solid stuff. ;)