Concrete

CTF Concrete B4

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
CTF_concrete is a capture the flag map that uses the frontline pack and some custom assets.

BLU has taken over the warehouse on the opposite side facing RED's factory, and is about to take control of the pipeline that's above the Military complex. Can you

DETAILS:

Both maps follow a TFC - Half Life inspired level design, utilizing much of the frontline pack as well as standard tf2 assets. Props like tanks, jeeps, mines, flags, and guns are used, but in conjunction with normal textures. To add to the Half Life theme, there are 2 asphalt roads that lie parallel of the complex, and are blocked off by metal doors.

The surrounding terrain is a combination of cliffs, buildings, and pipelines that show the presence of a large facility. A large pipeline is situated in the middle of the map that makes it an important point of interest.

When I first started building this map, it was around early July that I wanted to make something for the then - new frontline asset pack, which centered around military equipment used during the first and second world wars. The original versions of the map are very different in comparison, showing what looks to be a beach area with a small bunker in the middle, with the original forts staying the same until some minor changes.

Around A6, because the map was getting mediocre ratings, I decided to re - design mid. Instead of using the beach as my main theme, I looked to Half Life 1 and TFC and used the US desert as the main backdrop for my map. With this in mind, I mostly changed the slope of Mid, made deviating paths that helped give the player a place to hide when assaulting one of the forts themselves. In the end, I scaled the map larger to help players move around easier, and made the map prettier in the beta releases.

Since most of the layout is finished and is better than what it used to be, I focused on gimmicks more. With most maps being the same and released much like other maps, I decided to add some cool features since the framework is mostly done. I added an alarm system that triggered when the player took the intelligence / flag, and I added small detail tweaks that helped characterize the map. The map has alot to encounter, and I don't plan of leaving it yet.

Features:
- 2 Concrete pillbox structures (Inspired by the 2fort forts from TFQW and TFC)

-Use of Frontline Assets, like Textures, and models (Tanks and Sandbags).

-Cool gimmicks

-The map features an alarm system that enables whenever your flag is taken. It stops only when your flag is returned, captured, or dropped.

-if problems persist with unpacked textures, then Install the Frontline pack here.

STEAM COMM LINK:

http://steamcommunity.com/sharedfiles/filedetails/?id=902910246
 
Last edited:

EksCelle

L1: Registered
Mar 4, 2015
42
102
So far I'm a fan of everything beyond the spawnroom, the intel room and surrounding areas are really lacking. Otherwise, I really like it. The barbed wire that damages you is a nice touch, and I like that you put the capture zone in the courtyard (even though it was at my request)

edit: maybe lower the damage the barbed wire does? It seems to kill you pretty fast as it is
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Changelog:
========

-Removed the blank middle area with a bunker (This breaks sight-lines and gives cover)

-From the bunker, you can access 2 tunnels; One tunnel goes to the RED base, and the other goes to the BLU base.

-Added pickups

-Made the Base interiors more Roomy, spaced out, less cramped.

-Intel rooms are MUCH larger.

-Mines are scattered around the map. I don't know if the particles were added in when packed but whatever

-Ceilings are raised a little more.

I hope you enjoy this update and have fun!

Read the rest of this update entry...
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
This update fixes any crashes people have had with the .bsp, and removes mines. It also details the map a little.

CHANGELOG:

-Removed mines, mostly because they crashed the client / server

-Added details; the surrounding areas of the forts are now rock, and the ceiling of the main base is a roof

-Extended the beach areas to over up the pipe areas.

-Added arrows to know which way you're headed to in the tunnels.

-Added small ramps on the L - curve pipe connectors, so that you don't have to jump whenever you come across a ledge.

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worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Please repack your map, rather than turning it in to a BZ2 compressed file. BZ2-compressed files need special software to decompress them, and it's an extra step for us.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Changelog:
========

-Remade Mid

-Instead of a Bunker, there's a ruined bunker (With cover inside)

-Flank routes that lead to a small warehouse and then lead to mid.

-Same flank routes are joined in the base's portion of mid (Road area)

-Added wooden walls to the area (for cover)

-Remade the forts

-Battlements are now much larger, and the towers can accommodate more people / are more open.

-Optimization

-Sewer route removed (No more pyrosharks)

-Added another route to intel (to the right).

-Height variation in mid (The mid bunker / cover areas are now a little higher than the rest of the map

-Added roads on each team's side of the map (Originally there were small rivers, but they were removed as dirt roads made more sense (In terms of transportation).

-R.I.P Normandy Theme (He will be missed).

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Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Changelog:
========

-Made the dirt roads fully paved (As in, pavement, complete with yellow lines.

-Made the flank routes closer to the tanks

-Optimization

-Aligned sand textures / fixed seams found in certain displacements.

-Displacements added to the desert areas in the flank routes.

-Textured (As in, basic terms, no detail added yet) 95% of the map.

-Cubemaps (The reason why I added cubemaps was because the intel room floors required them (They needed cubemaps to reflect, etc)

-Changed the tanks you see from animated ones to static props

-Added telephone poles to each sides base! They do nothing, just look nice and use move_rope entities. Also, no you can't build sentrys on top of them.

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Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Changelog:
========

-Added small detail rooms that you can look through in the intel rooms. More rooms to come.

-Added some extra class - workers / people in the detail rooms. 2 Engies, and a Medic can be seen working on computers, while the other mercs are fighting.

-Removed the catwalks. The gap / hole opposite of respawn is now a small office with a HAM radio and a computer console.

-Added ramp up to said office. The area also has a small health and ammo pickup.

-Details to intel room include:
>vents on ceiling
>Hanging lights
>Actual stairs (As in, proper ones)
>Computer banks
>Intel is now on a small map desk (From the frontline pack)
>Prop Doors

-Most of the sloped ramps are now stairs.

-Intel isn't on a catwalk (This was to make getting the intel more easier

-Bunker sightlines are gone. You can't snipe the opposite team's fort entrance any more.

-Added armored cars on the side of the road

-Optimized / func_detailed a crapload of stuff

-Made the fort courtyards more smooth (As in, there are curved walls that join the walls and the main building to give a smoothed out look.

Enjoy!

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worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
If you're done with the layout and are now focusing on detailing, you could go to beta. Beta releases should be less frequent, if most of the work you are doing is detailing.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
If you're done with the layout and are now focusing on detailing, you could go to beta. Beta releases should be less frequent, if most of the work you are doing is detailing.

Yeah, I should do that.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Changelog:
========

-Added more detail props and better looking textures.

-Removed bump below the intel room table.

-Smoothed the roads a little.

-Extended the tunnel to have a 3rd route that one can take to avoid mid.

-Made proper displacements for the map

-Made the ruined building more realistic

-Added more cubemaps

-Optimized the map a little bit

-Playercliped a few areas.

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The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Changelog:
========

-Added more detail props and better looking textures.

-Removed bump below the intel room table.

-Smoothed the roads a little.

-Extended the tunnel to have a 3rd route that one can take to avoid mid.

-Made proper displacements for the map

-Made the ruined building more realistic

-Added more cubemaps

-Optimized the map a little bit

-Playercliped a few areas.

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I really enjoyed playtesting on this, but it seems quite detailed for alpha.
Don't mean to be an asshole, but it might screw you over when your first major exploit appears
Or you want to change a large amount of the layout
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
I really enjoyed playtesting on this, but it seems quite detailed for alpha.
Don't mean to be an asshole, but it might screw you over when your first major exploit appears
Or you want to change a large amount of the layout
Dawg Its fine, its just some concrete textures. This idea only works if its super detailed, which it isnt.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
I really enjoyed playtesting on this, but it seems quite detailed for alpha.
Don't mean to be an asshole, but it might screw you over when your first major exploit appears
Or you want to change a large amount of the layout
Well, alot of people liked the layout. So I might redo some areas.

Also the beta will be probably the next update.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Next update, I will:

-Detail even more

-Re - brush a few areas

-Possibly add another entrance that leads to intel.

-Re - design the other path that leads to intel

-Make the spawnrooms larger

-Change the wooden barriers to ruined walls

-More optimization

-And a Beta Update (Maybe idk)
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Changelog:

-Soundscapes are added to many parts of the level (Respawn Rooms, Both Intel rooms)

-Raised the cliff level to double the size (This was to make the 3d skybox work correctly)

-Added a 3d skybox! Things in the skybox include:
> A crashed BLU bomber plane

>A few small tents that you'll never get to see

>cool cliffs, and a radio tower

>a RED air base (With AA guns, planes, and a runway)

-Added RED and BLU detail buildings (On the top of the cliffs). RED has this large factory (With 3 smokestacks rendered in the skybox because they would pop out when you were on BLU's base), and BLU has this warehouse with shipping containers lying about.

-The hallway that you come across when exiting spawn is this vent that inclines upward into the small warehouse area

-Added a Wall to the L - shaped intel room, now making it an I - shaped intel room

-HDR lighting (No, it's not that bad, compared to the rapture or some shit)

-More props added to the bases and main areas

-Signs pointing to the alternate routes.

-Spawn Rooms are now expanded, the 2 doors are changed:

>One door leads straight to Intel, as promised.

>Another, instead of having 2 doors lead into the lobby, has one diagonal door that does the exact same thing.

>A window that you can look through leads to the garage area.

-Vents in alt routes now bend a little to prevent sightlines.

-More obvious signs to the capture zone (Other than the fact that the capture zone literally has the fucking letters "capture zone" printed on the godamn floor).


More is planned for future updates. This update means that the map is no longer in an alpha stage, the layout for the most part is complete, and it will further expand into more beta, and eventually rc.

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Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Changelog:

-Featuring the Mann Co Trans - Atlantic Pipeline! Bringing oil from one side of the country to another, which coincidentally crosses the Middle Battleground. The area itself can't be reached easily, and can't be used for building engineer buildings. Very hard to get to, but doesn't subtract from gameplay (It's just there for decoration, mostly).

-Redid the intel room to be more interesting, with some more spytech appeal going towards it.

-Added Detail rooms, such as corridors, other out of bounds rooms that can be viewed from Doors and Windows

-Map is now compiled in HDR AS WELL as LDR. Those with LDR can enjoy the map without it being fullbright.

-Areas have more touchups, detail, and more spytech equipment

-Base layout is changed a little, changes as follows:
>The path to intel isn't in front of the base enterance, it's instead in the middle of the warehouse enterance and the 2nd spawn enterance

>The lobby's length is increaed by 128 u (This was the most painstaking thing ever done with the map).

>The vents are now rooms / corridors. More space to move around, the vent found in base is now a small storage room.

-Alarm system is added (When you grab the enemy intel, there is a set of corresponding emergency lights that blink and a HL2 / 1 Alarm sound. The alarm system is subject to change).

>The flashing alarm lights are actually slow strobe - effect light entities that emit a red / blue glow, this doesn't detract from gameplay and doesn't make team colors hard to distinguish. I will switch to env_sprites once I figure out how to work them out.

-Added appropiate trim textures to certain areas.

-Some detracting props are removed from mid.

I hope you enjoy this update as much I did making it! Map size is around 40 - 50 MB.

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