[WIP] CTF_ColdSteel

[Hoolie]DrHouse

L1: Registered
Feb 20, 2009
14
0
CTF_COLDSTEEL
by [Hoolie] Dr. House (Charles Baker)


General Map Info:
Name: ctf_coldsteel
Gametype: CTF (Standard)
Theme: Winter/Alpine, as well as industrial/modern
Project Start: 2/18/09 (Original starting layout, etc.)



I know that I've made a previous post regarding this map, but in hopes of better organization of map information/progress, I've decided to start another one.



February 23, 2009:

For the most part, I've finalized the lighting of the central courtyard, which is all I've laid out at the current time...

CourtyardFinal.jpg

CourtyardFinal2.jpg

CourtyardFinal3.jpg

CourtyardOverview.jpg


I may tweak things if need be later on, but as of now, I'm starting to work on the 2D layout for the rest of the map (one of the bases, which will be mirrored to the other side, pretty much.



February 26, 2009:

I know this is kind of...predated, but I wanted to include in this post some pics of the layout work I did when developing this map. It might help those playtesting, since the current state of this map (alpha 1) might be a bit difficult to navigate.

LayoutUpper.jpg

LayoutGround.jpg

LayoutLower.jpg
 
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[Hoolie]DrHouse

L1: Registered
Feb 20, 2009
14
0
March 4, 2009

CTF_COLDSTEEL - ALPHA 1 RELEASED.

ctf_coldsteel_a1 (bz2) - BZ2 Format (for Server Admins)
ctf_coldsteel_a1 (zip) - ZIP Format (for Players)

Known Issues:

Texturing:
- Random texturing issues in bases (dev textures mixed with ceiling/floors)

Elevators/Lifts:
- Can be blocked by standing on "edge" of entry side coming from intel room.
- Can be built under by engineers.
- Dropped weapons under lift will block the lift from staying "lowered/closed".

Stairs:
- Too steep currently (1:1 rise/run)

Layout:
- Distinct lack of "rooms" in the map to serve as defendable chokepoints (similar to the 'hay room' in 2fort).

Props:
- Wall lights on courtyard central buildings (security office things) can be used to scale the side of the building.

Dropdowns:
- The dropdowns from the upper level (outside respawn) are too high from the middle floor, resulting in unintended falling damage.



Screenshots:
ctf_coldsteel_a10000.jpg

ctf_coldsteel_a10001.jpg

ctf_coldsteel_a10002.jpg

ctf_coldsteel_a10003.jpg

ctf_coldsteel_a10004.jpg

ctf_coldsteel_a10005.jpg




This is the first time I've ever released a map of any "phase" to the public, and is my first serious mapping project at all. Any criticism and suggestions are greatly encouraged and welcomed.

Hopefully with community support, this project will really turn out to be something amazing.

Thank you all for your support in advance.
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Let me know when it's playable. I'm looking for a CTF map I don't hate :)
 

[Hoolie]DrHouse

L1: Registered
Feb 20, 2009
14
0
Okay, now that I'm sorta done with the "amazingness" of QuakeLive, I've started working on my map again. Now working on 2D layouts for the team bases.
 

oxy

L5: Dapper Member
Nov 27, 2007
208
30
Our server needs a new CTF map and this has promise. I can tell you already that you should bump up the ambient light from the env_light, currently I think it would be too hard to tell teams apart.
 

[Hoolie]DrHouse

L1: Registered
Feb 20, 2009
14
0
Just sort of bumping this thread to keep people (hopefully) interested in my WIP...

Also, a sort of "request" for help from anyone willing...

Taking a look at the layout schematics I posted (to scale, of course), I'm trying to devise a way to add a few rooms into the map to make it...

1) Easier to navigate (landmarks, I suppose)
2) Easier to defend

I'm having a bit of a problem trying to work out where these rooms might be placed, really.

Anyone who might be able to help me figure this stuff out, I would really appreciate it. I know I probably sound like a total lazy n00bcake at this point, but...I'm really having problems trying to figure this out, and a nudge in the right direction would be really helpful.
 
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