Slate

Slate b2

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
ctf_incinerator.png


Custom Particles are not needed. Using the existing particles, such as the Intel trail effects for the papers flying out of the incinerator, base explosion particles that go with any explosive, and the fire particles that are available, this effect is entirely possible. You just need to place the info_particles_systems in the right place.

I'm also working on a "Remember, Burn After Reading!" sign overlay, just because I can.
 
Feb 14, 2008
1,051
931
Oops I meant ctf not cp; my mistake.

Regardless, what do you think of the names:
- ctf_scablands
- ctf_coulée

Doing scablands with the hydro theme could look great; plus, imagine the finale - explosion + satellite dish = win.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
no, I even just tried loading up tf2 with -tools and that doesn't work anymore :(

When was your last try? because it worked yesterday (valve finally fixed it) :)

I havn't tried packing it in the bsp yet, but valve did write some code for it (i think i read that on the official forums) so it's possible they finnaly implented it.
 
Last edited:

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
the reason i was saying CP was because this mode seems more CP than CTF to me. CTF implies captureing and securing an objective that the enemy holds, CP implies territory control (not to be confused with "TC" game mode...)

are you saying you discount the names i suggested just because of the prefix i used?




i do see a problem though now with this gamemode idea, that i didn't see before:
ever played power struggle on farcry2? ever had the team leader not understand the game role?
basically - if the guy carrying the intel doesn't realise that only he can cap the point, and he decides to be a sniper, the game mode fails, and you end up with a deathmatch pretty much.
and then there's griefers. what if someone takes the intel, and decides to monkey around near the start area, instead of trying to capture the point?

i'm not saying abandon it - there's nothing wrong with having different types of maps out there, but that it won't work in a public server, as it only needs 1 person (griefer, or ignorant player) to mess it up for everyone.
 
Last edited:

Shadow Monkey

Super Monkey
Jun 7, 2008
244
23
I don't know if you want it, but maybe after a player has the flag for over 2 minutes or so, the flag will be dropped......
 

clubtheseals

L1: Registered
Mar 20, 2008
9
1
Name

I certainly like the way this map looks right now, even though it's not fully detailed. For a name, perhaps ctf_seismo, or ctf_seismometer?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Resurrected, _a1 incoming

Added the download link, I'll run a test on the US server tonight, be there, or be square
 
Last edited:

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
So if I understand this correctly, you basically are making dustbowl from TFC? I mean, different map of course, but same concept. Also, I believe tfc dustbowl only had 1 cap point, but its been so long since I've played tfc...:-D
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Hush. Avanti was my favourite map. Short of Casbah and that 4 flag cap map where you could steal flags from the enemy base as well as from the start location. I forget the map name. I keep thinking of epicentre.

P.S. Original Dustbowl had 2 cp locations per 'round'.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Hold up on your testing angy, I'll make some tweaks tonight and you can have an _a2 - you never want an _a1 map, theres almost always gunna be something majorly wrong with it (which is neaaarly true in this case)

also, it's ambiguous as to which wester hound is saying sucks, the map or the gamemode.. depending on which way you read it it could well be either.
 
Feb 14, 2008
1,051
931
Some thoughts...

You can only crouch jump up here, being a displacement I assume it's temporary, but some kind of ramp would help.

ctf_slate_a10000.jpg


This bit doesn't really make much sense to me, not sure what you're trying to achieve with that little raised bit.

ctf_slate_a10001.jpg


There are two doors here, not sure why (keep one on the right?)

ctf_slate_a10002.jpg


A tiny niggle, the pickup for the flag on the next round is there in the round before it.

ctf_slate_a10004.jpg


A big problem, which only occcurs in stage 3, all the capture zones, whilst nice and open, can all be captured by a ninja demo. You also seem to have an aversion to hazard strips in alphas ;)

ctf_slate_a10005.jpg
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
In a defence to that last point Randalf, and this case is true of all cp's except perhaps the first cp of Dustbowl where the CP resides within a small hut, but, is still viewable from the spawn exit. This is an important aspect of TF2 gameplay.. allowing players to know instantly where their goal lies.

What you can't see in screenshots like this is a defence such as SG's hidden around corners covering the point mowing down suicidal efferts such as that.

The general rule is that that objectives should be obvious. With some more detail added later i'm sure there will be more obvious defencive positions that would aid against such ninja moves.