[WIP] ctf_deli

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
A small CTF map designed for small groups and fast gameplay. This is my first release and has not yet been tested in any server or MP setting. This is my first official map for TF2 so feel free to nitpick and bash all you'd like.

Version A3 is now out: Download Here


New Pictures:

ctf_deli_a30000.jpg

ctf_deli_a30001.jpg

ctf_deli_a30009-1.jpg

ctf_deli_a30003.jpg

ctf_deli_a30004.jpg

ctf_deli_a30005.jpg

ctf_deli_a30006.jpg

ctf_deli_a30007.jpg

ctf_deli_a30008.jpg

ctf_deli_a30009.jpg

ctf_deli_a30000-1.jpg

ctf_deli_a30002.jpg

ctf_deli_a30003-1.jpg

ctf_deli_a30004-1.jpg

ctf_deli_a30005-1.jpg

ctf_deli_a30006-1.jpg

ctf_deli_a30007-1.jpg

ctf_deli_a30008-1.jpg

ctf_deli_a30009-1.jpg

ctf_deli_a30010.jpg

ctf_deli_a30011.jpg
 
Last edited:

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I liked this one quite a lot when I played it on gameday, because it was fast - there was little to no turtling, so it never dragged on. Make sure not to lose the fast and intense pace of the map.

But. There are two giant problems.

1. The props (I assume they're supposed to be stores?) are very confusing. TF2 is built around a style of graphics that makes you instantly recognise enemies and dangerous objects by silhoutte and colour, which always made me slightly confused when I was in that room. Cool idea, but I don't think it works.

2. The enemy could always get to our flag room before we got there. You should increase the distance between the bases by a lot, or make the flag room be slightly further back.

Also, the textures on many of your brushes were flickering, so I assume you are using textures that are meant for props. Look through your textures and change all of those with the word "prop" or "model" in their name.
 

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
After tomorrow's game day is over I will be uploading a2, since the current file has some major issues with texturing.

That is where I referenced using the wrong type of textures in that version of the map. I've fixed those in the current version.

********************************************************************************
Older Screenshots:
BLU base
ctf_deli_a10016.jpg

RED base:
ctf_deli_a10017.jpg

RED Intel:
ctf_deli_a10018.jpg

BLU Intel:
ctf_deli_a10023.jpg

RED capture zone:
ctf_deli_a10019.jpg

BLU capture zone:
ctf_deli_a10024.jpg

The Business Fronts:
ctf_deli_a10020.jpg

ctf_deli_a10021.jpg

ctf_deli_a10022.jpg

Level Overview:
ctf_deli_a10025.jpg

The "Pretty 3D skybox" shots (yeah...right):
ctf_deli_a10027.jpg

ctf_deli_a10028.jpg

BLU Spawn:
ctf_deli_a10029.jpg

ctf_deli_a10030.jpg

ctf_deli_a10031.jpg

ctf_deli_a10032.jpg

RED Spawn
ctf_deli_a10033.jpg

ctf_deli_a10034.jpg

ctf_deli_a10035.jpg

Two shots in the yard:
ctf_deli_a10036.jpg

ctf_deli_a10037.jpg

*********************************************************************************
 
Last edited:

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Okay, I think you may have heard these from people, but it's always nice to have a log of things to fix. Cause sometimes you might not remember them all.

Glitching textures caused from 2 brushes touching each other.
f_glitchingtem_f01b0e3.png


This one is the shadow of the door is showing through the wall... Dont think tht's supposed to happen. Lol
f_DoorOpenSham_a2b5fad.png


This one is of the broken displacements all over the ground that need to be sewn together.
f_BrokenDisplm_dcd4acd.png


and last but not least, the vents here are sperated. Close that thing back up! =D
f_BrokenVentsm_5442954.png
 

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
I'm not sure how the battlements sign is doing that... there isn't a light source close too on the other side of that wall.

I've fixed the rest, including the awkward displacements.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
well it's not the battlements sign itself. The shadow only appears when the door under it is open, when it's closed it's fine.
 

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
Ah, the door is probably too far forward. I'll mess around it.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
yep...surprisingly fun, but...it seems like it would be difficult to make the flag easier to defend off the bat without ruining something else...
if you separate the bases too much more then it will easily degenerate into the sniper problem you were asking about, and if the flag is moved closer to the spawn, well...that kinda removes some of the fast paced effect that the other people liked, i mean...so many people on this forum hate 2fort because it makes you pass in front of the other teams spawn...

i think the simplest thing to do would be to just add a 5-10 (preferably 5) second setup where people are unable to leave there own base...

also...when i play ctf i generally try to give offence engie a try as that is frequently fun...but i wasn't seeing many ways to set up in your map without being immediately caught, no ideas regarding that...but...yeah...
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Well another thing to is... even lets say if you put the intel up higher... You can still get to it easy cause of the slots in the roof. so that eliminates that factor too. Cause I had an idea, but then realized it wouldn't help it at all cause of that reason.
 

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
I'm going to play with the positioning of the flag for a little bit. I will keep the startup time in mind though.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
yeah...i was going to suggest adding a basement to put the flag in...but that just screams turtling to me...
 

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
Honestly I think I'm going to move the intel into the display rooms (the ones with the rockets and weapon models respectivly). It'll make setting up sentries possible, but the structure of the room makes it easy to take out sentries everywhere but in the rafters, and a good scout could use a sentry to propel him out to front door after nabbing the intel.

I'm also going to add in some rafters in the old intel rooms (the RED office and the BLU reel room) so that people who make it to the roof have fairly easy access to that potential sentry location.

Finally, I've expanded the map around the back of both bases, adding a second ramp to the roof back there as well as a second door into the back hallway. I'll update with some pictures in a second.
 

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
More Pictures of the WIP coming up!

New Overview with expanded play area:
ctf_deli_a20000.jpg

Redesigned Weapon shop (The intel is between the two center displays)
ctf_deli_a20001.jpg

The back entrance of the stores has a little overhang:
ctf_deli_a20002.jpg

ctf_deli_a20003.jpg

This corredor behind the intel room is going to end up very busy I think:
ctf_deli_a20004.jpg

Rafters, So demomen and soldiers can take out sentries on the lower levels somewhat easier:
ctf_deli_a20005.jpg

ctf_deli_a20006.jpg


Well, that's it for now:
ctf_deli_a20014.jpg


Untill next time:
ctf_deli_a20012.jpg


Ka-Boom!
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Those rock/grass textures you used for the displacements... Those aren't... HL2 textures are they? They seem very much more realistic that the TF2 one anyways. Other than that it looks a lot better. I like the glass around the props, will help not make people as scared when turning around to someone who they might think is an enemy. =P
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Looks like it's been improved a lot, it seems easier to flank now.

I still don't like the fact that you're using props that logically should be dangerous to the player entering the room, and I think you should use other props.

The ground texture should be changed - HL2 textures in TF2 is bad enough, this one doesn't even look good. Try Lumberyard's ground/grass texture.
 

Tinker

aa
Oct 30, 2008
672
334
Don't use player models in your map. For me, at least, it'd be very confusing as a blu to walk in there and see all kinds of red "players" while no-one really there. Replace them with a cardboard cow, or something else that can be tested upon.
 

Jamini

L4: Comfortable Member
Nov 14, 2008
196
47
Don't use player models in your map. For me, at least, it'd be very confusing as a blu to walk in there and see all kinds of red "players" while no-one really there. Replace them with a cardboard cow, or something else that can be tested upon.

I swear to you here and now, I will never use that cardboard cow.
It looks so cheesy and lame.

Right now there is very obvious and dark glass covering the two player models and the fake sentry models. If it still proves to be a problem, I will work on some custom models with darker, more background style lighting and coloration.

As for the HL2 textures on the ground... I changed to that because it looked better than the lumberyard one. I'll work on it more.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
I circled some stuff i think you should fix because it looks goofy to me. Also in that hallway pic pic 5 I believe you need more lighting.

On a side note I think its going to be even easier now for scouts to run in grab the intel and escape even before a lvl 1 sentry goes up. That front door its like a 10 second run from base to base with a scout.

And definatly get rid of the HL2 textures they dont fit the map.

For the outside of the map you need to break it up better with the 3dskybox. It should look seamless. Instead of raising the rock on the edge try putting up fencing or walls and barricades. Also add props to the skybox.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Looks like it could be a fun little map.

It has a good back story but what strikes me as odd is even though it's a 'small town' the only buildings are a red and blu department store.

You should spread them out. maybe make a z shape. the middle of the z could be the main street with a few random stores, post office, jail , whatever. Basically just alternate hallways to go down and one in the middle for the street itself. Then red and blu on each end. Keep it small just add a little bit.

I agree with player models. Even though they are static and you'll get used to them probably best not done.
it would be easy enough to make some real simple wooden dummies as manaquins.
(displacement sphere for head and a few cylinders for body arms and legs).

Maybe also make those ammo stores or gun shops as that's what they stock.