[wip] ctf_decay_a1

drunkie

L1: Registered
Jul 21, 2008
39
10
[wip] ctf_decay_a2

ctf_decay_a2

Links:
http://forums.tf2maps.net/downloads.php?do=file&id=1004


ctf_decay_a1

Links:
http://www.fpsbanana.com/maps/76958


Description:
A medium to small sized CTF map in it's alpha version. Really just enough for a layout test on the map.

Screenshots:
ctfda1_03236.jpg


ctfda1_04670.jpg


ctfda1_01318.jpg


ctfda1_02861.jpg


ctfda1_05718.jpg


Thats about all of it for now :thumbup: Hope you enjoy it a bit, and would love some feedback on it from ya'll.
 
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drunkie

L1: Registered
Jul 21, 2008
39
10
Been working on the middle of the map. Heres what I've done to the Blu side so far :D

ctfdu104kh9.jpg


ctfdu103sh9.jpg


ctfdu102hy5.jpg

(The far side of this screenshot with the white wall is a more barren then it's counter part because I plan on doing alot with the 3D skybox.)

ctfdu105fq6.jpg


So hope you like these :p

On a side note tho, I'm having trouble resizing overlays. I have the overlay tool selected when i choose the overlay, then selection tool to resize. When I goto resize it in the 2d views only the boundries change, not the actual overlay image. Was hoping someone could tell me what im doing wrong here. :unsure:
 

Cerious

L420: High Member
Aug 10, 2008
455
133
WOW! I'm stunned! This map looks pretty good so far! What theme are you going for? Well industrial, Badlands canyon, Lumberyard forest, etc?
 

drunkie

L1: Registered
Jul 21, 2008
39
10
For the theme of the map I'm aiming for a more run down Granary. So it has a feeling that it's been forgotten about and not kept up. Granary has that 1950's midwest farm feel and is somewhat shared with 2fort (Granary is more crop focused), really my favorite in the game. I feel like that style is the most under utilized setting in the game at the moment.

Thnx for comments btw :woot:
 
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HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
On a side note tho, I'm having trouble resizing overlays.

I had the same problem, I think I fixed it by clicking View > 3D Texture Polygons which lets you see the texture you are placing the overlay on, and I think then shows the change in size. Let me know if that works :thumbup1:
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Assuming that you're still working diligently on this map (which it appears to be, though you aren't providing us any status on your project thus far), here are my thoughts on the map. I haven't gotten the chance to play this with a full server, or any server for that matter, so you should submit the map for a gameday sometime. Anyways, captions on top of the picture they describe.

The spawnroom is nice and all (the idea of one spawnroom to go to upstairs and downstairs is quite ingenious), but it reminds me of a castle or something instead of 1960's architecture. Also, players spawn facing the upper door, ensuring all of them ignore the door behind them. I'd suggest having the players spawn in a room attached to this one so when they exit that room, they are presented with two different areas to go to. If you need an example, look at the 2fort spawn room that has a drop-down hole and a door to the battlements.




Nobody likes dark rooms (this is the one attached to the battlements). Speaking of which, make sure you have signs pointing out where the battlements and exits are. Arrows help direct players as well.




Replace this little wall with a ramp or something, you can't jump over it at the moment making it pretty much useless.




There are much better two-way arrows than the two signs you've used here. Also, the glass windows look odd and un-TF2ish. I'd suggest a simple metal grate to take its place.




Nothing major, just extend the steps. And do this for all of your other staircases as well, if you have any like it.




Make this a large ammo pack, so it restores 200 ammo/metal.




The doorways marked in red could use some roll-up metal doors.


http://g.imageshack.us/img502/ctfdecayrevise2tr3.jpg/1/

More cover on the sniper decks (boxes, crates, radioactive barrels, anything really) would be greatly appreciated.


http://g.imageshack.us/img502/ctfdecaya10009la7.jpg/1/

I'd lengthen the stairs here just a wee bit more, so you reduce the slope overall.


http://g.imageshack.us/img91/ctfdecayrevise3gw4.jpg/1/

Nice work so far, can't wait to see more from you.
 
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drunkie

L1: Registered
Jul 21, 2008
39
10
Ohh wow Cerious thanks man :X I didn't see that anyone posted here sorry I didn't see if before :D I'll defiantly look into those suggestions.

Replace this little wall with a ramp or something, you can't jump over it at the moment making it pretty much useless.

The idea here was to basically have a way where only Scouts, Solly's, or Demos could get up (Engies could build a tele for the entire team to get up if they get lucky enough). I basically did this so it could kinda be used as a stalemate breaking devise. Say they have a real strong defense up top, well one of those 3 strong classes could jump up there and maybe turn the game a different way. I wanted to accomplish that without it becoming to overpowered of a route for people to take.

It's really the one part of the map I struggle with in terms of it actually works or not.


Update stuff
Finally got myself some free time were Im motivated to work on the map. Gonna try to pick up the pace on it ;X So here are just 3 shots of the red bases front.

The only major gameplay change in these shots is that I rearranged the middle crates a bit after some feed back, so hopefully now it will feel more fluid.

ctfdu301zm9.jpg


ctfdu303sz6.jpg


ctfdu302lc8.jpg


Edit
So I realized that I didn't show you a dead on shot of Red's Base, so here it is :p You can also see what I was talking about in the middle with the crates now.


ctfdu304wl4.jpg
 
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Icarus

aa
Sep 10, 2008
2,245
1,210
it looks beautiful and the layout looks very solid.

You've definitely captured my interest. Can't wait to see what you're going to do with the interiors.
 

Bot190

L1: Registered
Sep 25, 2008
49
4
Im wondering if snipers are going to dominate this map. Are there other ways to get to each others base? becuase if there aren't then a really good sniper would kill everyone before they could get across.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Im wondering if snipers are going to dominate this map. Are there other ways to get to each others base? becuase if there aren't then a really good sniper would kill everyone before they could get across.

Shouldn't be too bad. Turbine is way more open than this map, and that map isn't dominated by snipers at all.
 

drunkie

L1: Registered
Jul 21, 2008
39
10
Im wondering if snipers are going to dominate this map. Are there other ways to get to each others base? becuase if there aren't then a really good sniper would kill everyone before they could get across.

I kinda have the theory that if a sniper's battlement area is easily accessed by the other team then that acts as a balancer just as alot of cover does. And all though you might not be able to see how much cover there is at first glance, I do feel like there's a good amount. With the crates in the middle, and the indents on the side walkways.
 

drunkie

L1: Registered
Jul 21, 2008
39
10
ctf_decay_a2

ctf_decay_a2

Links:

http://forums.tf2maps.net/downloads.php?do=file&id=1004

Changes:

Layout:
- The crates in the middle along with their corresponding barrels have been adjusted to increase smoothness of fighting in the area.
- Barrels have been added to both sniper nests for extra cover.
- Some stairs have been re-adjusted for better use.
Health and Ammo:
- Health and ammo packs in the middle have been moved to fit the new crate layout.
- The health pack in the bottom alternate route has been removed and replaced with a small ammo.
- The ammo pack in front of the intelligence has been increased to a full ammo pack.
- A small health pack has been added to the intelligence room.
Visual:
- The middle of the map has been overhauled to the theme of the map. Still unfinished.
- Lighting around the map has been improved.
- The glass in the main room of the bases, have been changed to grates to be more in tune with the TF2 art styles
- Bottom routes ledge has been raised, does not effect game play of classes who can reach it, only shows it's potential use more.

Notes:

- Theres are quite a few visual errors in the map at the moment. I wanted to get this version out to test the inside of the base along with the new middle update.
- I toyed with the idea of vertical doors on the middle level entrances; ultimately I felt it gave the spy too few options for getting into the base undetected.

Screens:

ctfda2_01_ct1.jpg

ctfda2_02_PuI.jpg

ctfda2_03_mb5.jpg

ctfda2_04_TPS.jpg


ENJOY! :thumbup:
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Sweet, I'll give this a run-through and notify you of glitches you may or may not have noticed.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
I think with a few fixes this could be my favorite CTF map. I generally can't stand CTF, but I had fun on this map. I think we all noticed that the intel area was too easy to camp. The entrances were not only a bit narrow or unprotected, but once you got down there it was really cramped. I would really consider at least doubling the size of the intel area.

I do think that as teams get to know the map they'll be able to attack better, since very few engineers tried jumping their dispenser to attack the bottom route. You do need to raise the lower floor at the dropoff a few units because I watched numerous scouts have issues double jumping up (got 2 stabs as a result though :D).

I would suggest giving the spawn some windows so players can see if they're being spawn camped. Yes, there's another exit, but due to the spawn area size a spawn camper just has to wait for the door to open and will get multiple kills almost every time.

Overall nicely done. I had a blast on this as a spy... you have a lot of nice areas for us. :) I think offensive engineer would have been fun as well.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I didn't get to play this a lot, only a few minutes. I didn't even have time to get out of the base. :(

All I noticed was that many of your stairs are very steep. You should make the steps lower than their lenght.

...Yeah. I wish I could've played more.
 
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KarmaKaze

L2: Junior Member
Dec 14, 2008
52
13
You need to player clip your stairs so they aren't so jarring to run up. Might need a few more signs...I heard a few people say they didn't know where to go. Signs may not be as big a deal once you have more texturing done.

Getting the intel out is pretty tough. It required some teamwork....not a bad thing in my book.

Cool map....fun to play.
 

drunkie

L1: Registered
Jul 21, 2008
39
10
Thanks for everyone who played it on gameday :D

After the feedback of todays map test here's my to-do list.

- Brighten the ambiance in the middle of the map.
- Adjust the ammo in the intel room.
- Create a no-build on the elevated platform the intel sits on.
- Adjust intel room doorways.
- Look into intel room size
- Look into spawn room windows.
- No-clip stairs for smoothness.
- Adjust stair elevations.
- Look into sign layouts.

If theres anything else you saw that I did not grab here let me know <3