Transit

CTF Transit A6

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
Transit - CTF with delayed capture

Located on closed subway station, teams try to steal nifty briefcases. But since it's underground fight, they have to deliver it to outside world!

Thus the new delayed capture mechanic commences :
  • Instead of bringing their briefcase to yours, you return it to your Capture Point (that is located close to middle area, yet not that far away compared to original briefcase location)
  • Here you have to defend intel in hands of any player for 20 seconds.
  • Afterwards - secure cap as usual.
Audio and visual cues of "capture" progress and area included. Updated mission briefing as well.

Plans (aside from balancing):
  • Proper artpass somewhen
Now here, have some low-quality screens :
ctf_transit_a20003.png
ctf_transit_a20004.png
ctf_transit_a20005.png
ctf_transit_a20006.png
ctf_transit_a20007.png
ctf_transit_a20008.png
ctf_transit_a20009.png
ctf_transit_a20010.png
ETA - Nov 9 GMT Evening
Special thanks :

wiseguy - Counter used as visual capture progess cue
@4242 - Repacking (no, seriously, it refused to repack on my PC)
 
Last edited:

Etasus

L420: High Member
Jul 24, 2016
463
251
okay, from the screenshots alone, i have something for you:

ctf_transit_a1_15.jpg ctf_transit_a1_16.jpg in both of these shots, something is different, see if you can tell... i think this may be slightly asymmetrical...

ctf_transit_a1_7.jpg it seems that the box the intel is resting on is made up of 2 boxes, and they aren't entirely flush, with the top box being a little bit off the edge...

ctf_transit_a1_14.jpg on the left exit, you only need a intelligence sign, you don't need both...

ctf_transit_a1_3.jpg from the screen shots, it seems that per side, there's only 2 ammopacks, and 1 healthkit... I recommend you add a few more than that, as sparse health and ammo can lead to un-fun gameplay... my personal recommendation is for every 3 healthkits, put 4 ammopacks... either that or a 1:1 ratio...
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
-snip- in both of these shots, something is different, see if you can tell... i think this may be slightly asymmetrical...
Different angles do magic. If you mean texture alignment, it's okay cause both brushes are 272 HU wide on both RED and BLU side
-snip- it seems that the box the intel is resting on is made up of 2 boxes, and they aren't entirely flush, with the top box being a little bit off the edge...
It's actually a single brush, again, angle screenshot magic :/
-snip- on the left exit, you only need a intelligence sign, you don't need both...
There's door below this camera that leads to intel, that one leads to CP and other way to mid, thus -> 2 signs.
-snip- from the screen shots, it seems that per side, there's only 2 ammopacks, and 1 healthkit... I recommend you add a few more than that, as sparse health and ammo can lead to un-fun gameplay... my personal recommendation is for every 3 healthkits, put 4 ammopacks... either that or a 1:1 ratio...
Don't forget also about.. :
  • Small health, mid health and mid ammo on mid per side
  • Easy to access from almost anywhere in base to respawn room
  • Ammo dropped by players
Health/ammo ideas were taken from Landfall (and are going to be changed) but it feels like it's a good starting point for now.

Anyways, tests will tell.
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
-snip-
These door don't go down. I'm not sure if this intentional or not.
It was but now i realise it's a bad idea. This area is going to be scrapped and rebuild anyways so... Thanks for bringing up anyways.
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
  • Scrapped everything except mid and rebuilt
  • Added more health on not-rebuilt area
  • Added better visual cue (tf_glow) and made audio cue working properly (turned on less, not audible everywhere on map)

Read the rest of this update entry...
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
Last edited:

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
Logic gone bork on last imp. No idea why. Bork Bork Bork.
Expect A4 dedicated to make everything on map way more obvious.
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
A4 is out soon?

* Minor layout changes to mid
* More visual indication to where capture area is
* More visual indication of capturing itself (slowly opening doors, slightly buggy as of right now)
* Nobuilt trains on mid
* Shadow/clipping fixes
* Decreased time awarded on capture
* Decreased respawn wave time

I just need to build cubemaps which bork, apparently.
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
Nerco'd (jk)
  • Layout changes to mid/capture area
    • Large glass from mid to capture point area to make transition seamless-er
    • One may climb on trains on middle now
    • Nobuild trains on mid
    • Increased small healthpack to large on top of trains
    • Moved shops around and made area less chokepointy
    • Added leg cover to add stand
  • More visual indication to where capture area is
  • More visual indication of capturing itself (slowly opening doors, slightly buggy as of right now)
  • Shadow/clipping fixes
  • Decreased time awarded on capture from 90s to 60s
  • Decreased respawn wave time from 12s to 10s

Read the rest of this update entry...
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
A5 will be grand as hell.
Have this fix in meanwhile.

  • Fixed clipping/shadow issues
  • Half-blocked that one f-in sightline across entire mid.
  • Minor quality of life changes in some places to make movement more smooth/easier
  • Removed some of 'confusing' props to help new players
  • Moved spawndoors/spawnpoints and couple of signs to hint players towards capture area instead of intel itself.

Read the rest of this update entry...
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
After like what, 6 full compiles I done it. Some things may be broken as I had to hand-mirror a lot of things, thanks Hammer for cooperation.

- Moved sewer area
- Added new "train" capture area
- Tried to make very clear where to go with a flag (tf_glow active at start of round and it seems to work as I intended it)
- Several sightline fixes
- Clipping fixes
- Old capture area was remade to "resupply" - only one team can go in, change class (that will teleport you back to your spawn by intel area, though), and pickup 1 large ammo/health.
- Fixed that largeass window on mid

Read the rest of this update entry...
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
A6 : Basicly A4
  • Reverted layout outside of mid to A4
  • Removed gimmick, replaced it with "you can pick up your flag to return it" aka how any other CTF gamemode in all other games work
  • You now cap flag at your own base, like a normal person
  • Windows from mid and minor OOB detailing from A5 and never released A5a

Read the rest of this update entry...