ctf_truss preview - video!

hacky

L2: Junior Member
Dec 13, 2007
83
0
Major update: Alpha 4 - http://tf2maps.net/downloads.php?do=file&id=91

- Obstructive props in the intel room have been moved to decorative rooms.
- 2nd floor respawn rooms redirected to a new exit instead of directly to the 2nd floor catwalk.
- Bridge area tweaked to be more valuable to hold.
- Props added to prevent spies from spawncamping the main spawn exit... well, they still can, but the other side has more of a chance. :)
- Conference room divided into two: half is now a decorative room.
- Doors becoming stuck bug is fixed. (I hope...)
- Intel room catwalk textures modified, becuase it turns out rocket/sticky splash damage goes through grating textures.

I think this build is very close to a final layout. If this is the case, the next version will be a public release beta after I go through the entire map and polish it to a mirror shine.

And more screenshots and a preview video are pending playtesting - action shots are more fun. :)

ctf_truss-preview-a4-00.jpg

Map intro camera's view of the bridge.

ctf_truss-preview-a4-01.jpg

This version's signature. If you look carefully, each alpha version has one.
 
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hacky

L2: Junior Member
Dec 13, 2007
83
0
I think I will release another alpha before polishing and getting ready for a full-on public beta. Quite a few balance tweaks are going into the next version:
- The map now utilizes a slight fog, HDR lighting, and better water LOD control.
- Additional trusswork added to the bridge. The newly-formed middle level has small health and ammo packs, and a small bit of cover from enemy fire. Players can still run along the top of the trusswork like before. This also makes a certain jump possible.
- Tiling added to the spawn room's lower floor to more easily differentiate between spawning there and spawning in the upper floor.
- Playerclips added for the fences outside spawn. (full playerclipping of the map will be done before beta)
- Missing playerclips above the front of both bases fixed.
- Healthpacks in the bridge tollbooth toned down to medium. Many healthpacks scattered around the bases toned down or removed.
- New resupply room added to each team's intel room, replacing the health and ammo packs.
- Additional signs added to important places that were missing signs, i.e. first floor of the spawn building.
- Added several walls to the intel room's catwalks, to limit certain lines of sight and movement paths, and also to limit the movement of players falling though the missile bay doors.

I still want more playtesting and player feedback on Alpha 4 before I can finalize all the changes I want to make before Alpha 5, so expect a map release in the near future.
 

Voztron

L2: Junior Member
Jan 14, 2008
78
1
I really like this map, I had a run around the other night.
Just a few suggestions. The Catwalks in the sewer area seem to cluttered and overly complicated, maybe you can clean these up a bit and make the fit a but more my adding support beams to hole the catwalks up. I just think there is plenty of potential to improve this area.

Also the I am not a fan of the way you have implemented the tunnel system, the placement of the rock formations don't look natural and don't work with the idea that someone has cut out a tunnel system. Maybe rework the entrances from the sewers make it more cluttered with man made objects of you are worred about snipers.
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
I really like this map, I had a run around the other night.
Just a few suggestions. The Catwalks in the sewer area seem to cluttered and overly complicated, maybe you can clean these up a bit and make the fit a but more my adding support beams to hole the catwalks up. I just think there is plenty of potential to improve this area.

Also the I am not a fan of the way you have implemented the tunnel system, the placement of the rock formations don't look natural and don't work with the idea that someone has cut out a tunnel system. Maybe rework the entrances from the sewers make it more cluttered with man made objects of you are worred about snipers.

Just making sure, are the "catwalks in the sewer area" the ones under the bridge in the current version? I admit they were too complicated in _a3, and they've improved greatly in _a4.

And I was never really happy with the way the tunnel turned out. But that wasn't the main reason why in _a5 that entire underground tunnel area is now blocked off.

---

I've been working the past few days on readying Alpha 5 for release, but I still have more work to do. In the meantime, here are some screenshots of some of the updates.

ctf_truss-preview-a5-00.jpg

Retextured the trusses, and added another level of truss to the top of the bridge.

ctf_truss-preview-a5-01.jpg

Intelligence catwalks changed into a balcony level. Behind the camera is a new Blue team resupply room.

ctf_truss-preview-a5-02.jpg

The entrances to the underground are now blocked off, and in its place is a new way out of the river (or across it if you really need have to avoid the bridge).

ctf_truss-preview-a5-03.jpg

The bases' 2nd floors now have the sniper deck partially walled off to protect the spawn exit. There is also a new door in the back of the room to make using the upper catwalk easier to discover and use.
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
Alpha 5 is released: http://tf2maps.net/downloads.php?do=file&id=112

Sorta comprehensive changelog from A4: (most of this is copy/paste from above, bolded new things)
- The map now utilizes a slight fog, HDR lighting, and better water LOD control.
- 25 minute timer added to the map. The game automatically ends after the timer runs out: the winner is the team with more captures. (stalemate/SD on tie)
- The underground tunnel area has been cut off from gameplay. It has been replaced by a set of platforms spanning the river under the upper catwalk. This new path is also another way to exit the river.
- Additional trusswork added to the bridge. The newly-formed middle level has small health and ammo packs, and a small bit of cover from enemy fire. Players can still run along the top of the trusswork like before. This also makes a certain jump possible.
- Tiling added to the spawn room's lower floor to more easily differentiate between spawning there and spawning in the upper floor.
- Playerclips added for the fences outside spawn. (full playerclipping of the map will be done before beta)
- Missing playerclips above the front of both bases fixed.
- Healthpacks in the bridge tollbooth toned down to medium. Many healthpacks scattered around the bases toned down or removed.
- New resupply room added to each team's intel room, replacing the health and ammo packs.
- Additional signs added to important places that were missing signs, i.e. first floor of the spawn building.
- Added several walls to the intel room's catwalks, to limit certain lines of sight and movement paths, and also to limit the movement of players falling though the missile bay doors.
- Custom floor sign textures have been added in an attempt to help people get their bearings around the map more quickly.
- A new door has been added to the back side of the bases' 2F to help people find the upper catwalk path more quickly.
 
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Voztron

L2: Junior Member
Jan 14, 2008
78
1
Looking fantastic!
I am at work so I haven't had a run through but it does look very promising. I like the change list!

Intelligence catwalks changed into a balcony level. Looking sharp! However I am not too sure about the "cage" walls in that screen shot. Them seem very out of place. Maybe a computer mainframe or something itel like might look better there?

I will let you know how it plays tonight.
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
Some action screenshots! These were taken on the [IAM-clan.com] - Proving Grounds |CUSTOM| server. A big thanks to [I AM] ThatGuy for help with getting _a5 version playtesting started.

ctf_truss-preview-a5-04.jpg

The top level of the bridge is above the main sniper deck's line of sight, so it looks to be a popular vantage to attack from.

ctf_truss-preview-a5-05.jpg

Yes, the sniper deck is next to the resupply room, but it's not as if it's completely protected. Also, the custom floor signs are visible here.

ctf_truss-preview-a5-06.jpg

Sneaky sniper trying to hide behind the main door.

ctf_truss-preview-a5-07.jpg

First floor respawn room. The tiled floor is not on the 2nd floor respawn.
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
ctf_truss-preview-a5-11.jpg

Trying to suppress Blue reinforcements. If you're curious, splash damage and bullets do not go through those chain link fences.

ctf_truss-preview-a5-12.jpg

More action in front of the bridge.

ctf_truss-preview-a5-13.jpg

The action's all about the bridge. :)


If playtesting continues at this pace, and the map looks to be just about finished layout-wise, I may just do a limited beta test after polishing and finalize the map for full release. But there's still stuff to do:
- Lighting in some of the tunnels and red's main entrance are dark due to envrionmental lighting. Need to go through the map and make sure lighting is fairly consistent.
- Some textures are misaligned and are causing lightmap quirks, need to do a throrough check of textures.
- Go through the map, add details (props, making more stylized platforms in the courtyard, etc.)
- Make the skybox not look like it was made in 30 seconds.
- Possibly improve the custom floor signs.
- Add a map of the level in the level objective intro screen.
- Add custom objective text.
 
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jakeparlay

L2: Junior Member
Dec 11, 2007
66
2
had a great time playing truss last night on IAM. the map has plenty of head on head meat-grindy action (always a big hit with joe pubber), but also has some nice flanking and sneaky routes.

FPS is surprisingly good with an expansive middle area, filled with water nonetheless.

great job
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
Thanks for the feedback, guys. I'll be polishing the map in the next week while I continue to playtest and make sure the map works fine.

Already found a bug. :)

Additions to the To-do list for Beta 1:
- Change SetStalemateOnTimeLimit to 0. (currently, the map changes abruptly on map time limit, making the in-game timer pretty useless)
- Playerclip the top of the missiles in the intel room for easier movement.
- Add a no-build zone to the intel resupply rooms.
 
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R

rasnarok

The map looks very large and complicated, would be fun to play with alot of people though.
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
The map is not large at all. Download it and give it a go. It is great fun, trying to get my local ISP to host it on one of their many custom servers :D

Cool. I'd recommend you wait for at least the next version to do that, especially if they take a long time to change/update maps. There are a few issues that need fixing in _a5. The next version will be a full public beta, and I will be posting the map in other venues besides here at tf2maps.
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
Beta 1 version released: http://tf2maps.net/downloads.php?do=file&id=119

Changes:
- First open beta build.
- Round timer changed to 20 minutes.
- Fixed map time superseding round timer.
- Added a route for non-super-jumping classes to climb onto the cargo
containers in the center.
- Modified both bases' courtyards to be slightly more open.
- Various texture adjustments and improvements throughout the map.
- Small player clip added to the top of the rockets to prevent players from
getting caught.
- Catwalk skybox supports remade to draw players' attention to its existence.
- Engineers can no longer build in the intel room resupply rooms.

ctf_truss-preview-b1-00_qw0.jpg


ctf_truss-preview-b1-01_RMu.jpg


ctf_truss-preview-b1-02_nc8.jpg


ctf_truss-preview-b1-03_jE6.jpg
 

hacky

L2: Junior Member
Dec 13, 2007
83
0