ctf_alley and other maps

M

MrTwitch

Hey guys, great to see people have already started making maps for this incredible game. I set up a small webpage with info on the three maps I'm going to be working on for the next few months.

http://tf2.charlietwitch.com

I'm going to be updating once a week with new screenshots and content, I would really appreciate feedback. Thanks!
 

drp

aa
Oct 25, 2007
2,273
2,628
lol i love that title 'bad maps for bad people'.
awesome concept on the maps too twitch, glad to have you on board :D
 
W

wolferey

Brilliant site lol
And the concept sounds cool too, lots of Z-axis action for lighter classes and snipers, always have to watch out from above, while providing some open areas and narrow sewers for all the other classes :)
Looking forward to seeing how this turns out :D
 

Jao

L1: Registered
Oct 25, 2007
44
13
Nice sketch and ideas MrTwitch ! I'm looking foward to your map ctf_alley, sounds really interesting! ;)
 
M

MrTwitch

Thanks for the enthusiasm guys, added some new screens of the BLU HQ tonight on the website. You'll notice the interiors are a bit dark right now, I'm still trying to decide how I want everything lit and would like it to be a bit more moody but still have an outlandish cartoon feel. Tell me what you guys think :)
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Ctf_alley looks like it will be really great. I'm a little worried about cp_skyscraper, if red starts on the roof and blue on the ground floor won't that give red a large advantage with his demo-men, medics, and soldiers having the high ground?
 

Logo

L3: Member
Oct 25, 2007
115
26
You can give the side coming from below better routes and make the points easier to defend from the way red goes to balance it out.

Plus the team coming from below could always have routes that go above the CP then come back down on it to balance out the height. It'll be interesting to see how it turns out that's for sure.
 
M

MrTwitch

Logo said:
the team coming from below could always have routes that go above the CP then come back down on it to balance out the height. It'll be interesting to see how it turns out that's for sure.

This is a really good idea.

OMFG, I was thinking that during the 30 seconds of set up, I would close the doors on the aircraft and all the RED team could run around inside this "plane" with it shaking and moving about and then once the setup timer runs out BAM! Hits the building, door opens and voila, no one needs so see the plane crash and I can just block BLU from getting to the roof and RED from seeing all the smoke and fire billowing outside.
I would like to include a way to have some rooftop firefights though, there will be nothing more satisfying than rocketing a medic off the roof, to fall 30 stories to the street below.

Yes, don't worry, there will be elevators and tons of other crap, it's going to be a while anyways so if I were you I'd get excited about ctf_alley first because the skyscraper map is going to take a lot longer to get done.
VVVVVVVVV
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
please have elevators, I get tired of even watching virtual representations of me climb 30 flights of stairs :)
 
M

MrTwitch

Finally got a decent version of the com room in ctf_alley ready (2nd floor) and just have the lobby and rooftop to finish for the BLU building which I plan to get done tonight.
 

Jao

L1: Registered
Oct 25, 2007
44
13
Nice room ! Need a little more details on walls in my opinion but well done! ;) Just a question, where the shadows on the wall near the calendar come from ?
 
M

MrTwitch

The outdoor lighting peeks through the walls :) Notice the blue shadows? I either have to put BLOCKLIGHT textures on everything or get the env_cubemap to work somehow. I'm not really worrying about the lighting right now, I'm a bit more focused on getting the map to be playable but none the less I'm going to need to figure that out soon enough.
 
M

MrTwitch

Sorry for the double post, but could you move this thread to the WIP forum and rename it simply ctf_alley?
 
M

MrTwitch

Okay, over the last week I've made two major changes.

First, here is a diagram to better your understanding.

There are now respawn zones across from each building entrance. In front of the BLU base is a factory and in front of the RED base is a condominium. This should help with any demomen spamming the spawn zones. There are also stairs behind each building and more windows to either shoot or jump from. You will also notice the man holes, so far the sewer is awesome and I want to make an all sewer map...

The second big change is that I started the map over completely to make the building bigger and fix some problems my original design had. I also made my own window/door models for some of the structures instead of using all the prefabs.
I'll have screenshots soon enough though, with pictures of the exterior so you guys can see that there is WAY more to this map than the cramped office/apartment buildings. I realize this is taking forever to get up but I want the map to have to go through as few "beta's" as possible.

edit: I feel like I've been talking to myself...
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
It looks pretty nifty. Though its hard to get the scale of everything from the diagram.
 
M

MrTwitch

Alright, I finally finished the geometry for the buildings and slapped some textures on them so you guys can see some more of the layout. As you can see, the RED building already looks slightly dirtier than the BLU building... wait till you see what I have planned :D

BLU Building
Courtyard

Yes, I do realize there are no props and not all of the textures line up. Any other suggestions are more than welcome.

Last minute edit: I should have clarified, each roof has one door access, the door ONLY opens from the inside. This is to keep the mean demo men and soldiers that will be rocket jumping from roof to roof. Also note, the scout cannot jump from roof to roof but he can land on the metal grate awning thingy. The only problem I have right now is with how easy it is to grab the intel and jump out from the floor below and into the safety of your base. I assume all the crap I want to strew about on the ground will help.
 
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