ctf_carbon, by Phil

pl

L5: Dapper Member
Mar 6, 2009
248
55
CTF_Carbon

Stage: Testing / Texturing
Date started: 21 Feburary 2009

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Hey all, lately over the past couple of weeks I've been working on my first proper map, which is a CTF one, called Carbon. The layout of the map is inspired by Turbine's, but has some hallways with different elements along the way for some interesting battles.

Here's a couple of pictures of a part I have detailed and textured:

ctfcarbon03.jpg

ctfcarbon04.jpg

ctfcarbon05.jpg


And here are some that show of the hallways.

ctfcarbon01.jpg

ctfcarbon02.jpg


Suggestions are welcome! :thumbup1:
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
From what I can see, any problems would have to be play tested because I don't see anything major right now.
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
...Of course the day after I name my map cp_carbon, someone makes a CTF with the same name :c
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
OK, I'll make a new post and post a picture of a top-down view as soon as I finish my assignment.

Oh, and Nova Silisko, I checked on a couple of other FPS map sites and googled the map name, and I didn't see any other maps called carbon, so it all looked clear to me. Sorry about that, but it's first to the ball :)

What a coincidence, though!
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
It looks interesting. My chief concern would be that with having to go by 2 enemy spawns you'll end up with a lot of turtling and a lot of stalemates
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I wonder what will happen of all the subsections between the pairs of spawns ?
As grimgriz said, currently ctf is crippled by turtling, and that's why we banned all ctf maps from our mapcycle (only turbine is tolerated)
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
You mean the hallway where the two spawns are connected? It's just so that players defending can move around the place easier, really.

My idea of this map was that it would be generally hard to get in to the intel room, hence the reason why the two spawns are close to the intel room entrances.

I've been trying to make this different to regular maps, by not making it as easy to escape. Perhaps I might change that?
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
OK, sorry for the triple post but I'm just letting you know that once the timer runs out, the game is still going. This will be fixed in the next alpha.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
sounds interesting)) but there is lots of texturing\detailing work ahead. GL)
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Hey all, just making another update, showing some new scenery for the Red team that I have done.
I know all of the roofs aren't done, but with what I currently have now, what do you think?

carboncomparison1.jpg


I don't feel too happy with that big long roof there. I'd like to make the buildings all varied but it would affect the gameplay.

Now I also have this picture. The difference is that down where the dark brown wood was is now bricks. Should I keep it like this, or like the old one?

carboncomparison2.jpg


Please let me know what you think. Thanks alot :)
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Jus keep the roof like this, it looks good.

One thing i have to ask, how are those railings in the balcony going to look like?
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
For a first map, this is leaps and bounds better then mine. I don't know if this is me but it looks alot like 2fort. This isn't bad since 2fort is one of the few playable ctf map. Also, with the roof, it looks fine, leave it as it is.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
OK, I'll leave the roof as it is then. And the railings will probably either be wooden, or metal, or something else. It's hard to decide :(