Staging

Staging rc

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
This is my second map and is call CTF_Staging

I got the idea from an old tut from Spaceweasels, in which he showed how you could have multiple intels...

So I decided to build a 3 stage CTF map. The idea being that when you return the enemy Intel back to the control point in your base, the next enemy intel spawns in a deeper part of the enemy base that becomes available because of moving doors that only open once the intels are captured..... :thumbup:

Currently player clipping :angry: and fixing some of the lighting issues :huh:, as I wanted to really do a 'twlight' map this time...... :D

Testing to commence soon!

Feedback (as ever) welcome, but please remember that this is just at the alpha stage and only my second map!
Thanks in advance
Nosher.

PS - download linky now up
 
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Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
wow, that sounds like a good concept, it will be interesting to see how you defend the later intels if the door only opens after the first is capped(as in preventing scout rushes).
 

coOKie

L1: Registered
Mar 22, 2009
12
0
hey dude this looks awesome, especially the architecture and light effects!

Would you explain me how you created this spotlights on screen 2 and 3? i still cant figure it out :(

Keep up the good work!
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
Are you kidding? I was thinking of doing that! Of course, it's in better hands with you as I never get a map done. :p

Good luck!
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Well I just got done playtesting it and it was hard to talk to you in game. So I just took some screenies and will tell you now.

T hink train lights should go here and flash red and yellow when a train is about to roll by. I saw to many people not aware that a train was coming cause sometimes you can't hear the ding ding.
stagingtrainlightsl.png


This I think should go along with the train lights, have rails like this go down to help people who can't see if a train is coming from inside of the coves.
stagingtrainrails.png


I would also get rid of at least 1 of the intel rooms on each side cause it was very confusing on which one to go to. Also no many people would expect to take the intel to a seperate room. Even if it is filled with a gajillion cases. Lol
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
There is a lot of potential in this concept; I can't wait to play it on a full server!

As with all new concepts, especially variations of CTF / CP, make sure there are sufficient signs and lighting cues to direct players to 1) what intel to capture next 2) where to deliver the intel and 3) intel capture progress of both teams. Some custom signs / HUDs (6 CPs, for example, where one CP is an intel capture for a given team) could help here. Removing an intel room goes against the concept of the map - it would be like removing half of the cart from Goldrush!

Hopefully this concept can pull off a more dynamic game of CTF - where dynamic means less turtling, more offense, and faster-paced games.

Nice work, Nosher, and good presentation with the walkthrough video!
 
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Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
wow, that sounds like a good concept, it will be interesting to see how you defend the later intels if the door only opens after the first is capped(as in preventing scout rushes).

Well, the level design promotes Engineers to change tact quickly and they simply can't set up a sentry and leave it in the same place for the entire game!

Thanks for the feedback
Nosh
 

Tinker

aa
Oct 30, 2008
672
334
This looks very interesting. A few remarks, based on the video:

- It looks pretty bland still. You know this, I guess, but don't forget about it :p

- Make it more clear which walls are going to disappear after grabbing the intel. Now, they look like regular walls of which you wouldn't expect anything - I'm guessing this might be confusing.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
hey dude this looks awesome, especially the architecture and light effects!

Would you explain me how you created this spotlights on screen 2 and 3? i still cant figure it out :(

Keep up the good work!

Thansk for the feedback!

To do the lighting, I used a point_spotlight (little blue coloured one) and a light_spot (greenish one)...here is the hammer screenie...

hammer2009-03-2910-58-37-00.jpg


The best way to learn, is to create a small room, and do lighting tests - I have a small 512x512 room that I used to test out lighting effects...

Cheers
Nosh
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Think train lights should go here and flash red and yellow when a train is about to roll by. I saw to many people not aware that a train was coming cause sometimes you can't hear the ding ding.

Tried to do the train lights and couldn't get em to work....but I can do a red or yellow warning light that pulses...the train horn sounds as well, before the train arrives telling you in which direction it is coming from....

This I think should go along with the train lights, have rails like this go down to help people who can't see if a train is coming from inside of the coves.

To be honest, I want people to be hit by the train - by putting in barriers that come down, it may actually catch on players and would suck pretty bad, I think.....players would probably get pi$$ed off pretty quick...


I would also get rid of at least 1 of the intel rooms on each side cause it was very confusing on which one to go to. Also no many people would expect to take the intel to a seperate room. Even if it is filled with a gajillion cases. Lol

Heh - DirtyMinuth has already beaten me to the punch - it is an integeral part of the level and concept design.....I just to need to sort out an indicator and signage to players letting them know which intel room is in play......although, that said, if your team has 1 point, then obviously the 2nd Intel room is now where the flag is - if you have 2 points then it is in the 3rd Intel room etc.......if you have no points, then it is in the 1st (and hardest to get to) intel room....

Thanks very much taking the time to give feedback and have a test on it last night.....
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
There is a lot of potential in this concept; I can't wait to play it on a full server!

As with all new concepts, especially variations of CTF / CP, make sure there are sufficient signs and lighting cues to direct players to 1) what intel to capture next 2) where to deliver the intel and 3) intel capture progress of both teams. Some custom signs / HUDs (6 CPs, for example, where one CP is an intel capture for a given team) could help here. Removing an intel room goes against the concept of the map - it would be like removing half of the cart from Goldrush!

Hopefully this concept can pull off a more dynamic game of CTF - where dynamic means less turtling, more offense, and faster-paced games.

Nice work, Nosher, and good presentation with the walkthrough video!

As ever mate, thanks a lot for your help - it is always appreciated
Nosh
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
This looks very interesting. A few remarks, based on the video:

- It looks pretty bland still. You know this, I guess, but don't forget about it :p

- Make it more clear which walls are going to disappear after grabbing the intel. Now, they look like regular walls of which you wouldn't expect anything - I'm guessing this might be confusing.

Bland? - yep - its almost beta stage - the beta stage will have more eye candy..

As for design of doors / walls - the video doesn't really show it up that good - have a good no clip fly around the map....the first big door is a big frame of glass on wheels......you can see behind it there is another room, although not accessible....

......straight away ;)

Cheers for the feedback
Nosh.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I was able to get an early peek at the concept of the idea. I gotta tell you, I think this is a great change and am really excited to see how it works out.

I see this as being a good way to stop the 2Fort stalemates.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Worked some more on the map today.....

Train warning lights now operating......

Also, done some displacing and applied the right texture to the walls........

hl22009-03-2921-50-06-12.jpg


Also added some in game text to help the confused and late joiners.....

hl22009-03-2921-50-47-20.jpg


And also some indication on what Intel has been 'picked up'.....

hl22009-03-2920-14-35-81.jpg


Feedback, as ever, is welcome.....

Nosh.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
This is a NIFTY idea, I really like it a lot.
  • It's cool that you got the train lights to at least start flashing.
  • Yea I understand about getting caught on people. I guess I'd get mad to if I got stuck.
  • Can you make the text that shows up on screen 2 lines? Or is it limited to 1?
  • If you can make it 2 lines you might want to try something like:
    Blue Intel Room 2
    Now Activated!
  • Just cause I think the ..............'s make it look really bad the way it is right now.


Just noticed this, move that battlements sign, it looks a bit odd right there. Maybe putting it where the light is, or raising that block up just a little to leave space to putt eh sign above the door rather than on it.
 
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