Decker

Decker rc1

Vig

L2: Junior Member
Feb 14, 2009
60
120
ctf_decker

This is my take on 2Fort.

The Blue Team suspects that the Red team has been poaching Blue Tuna in Blue Waters. The Red Team claims it's fishing Red Snapper in Red Waters. As a result the Blue team has docked its aircraft carrier at the Red Teams cannary to "investigate".

Only one way to settle this... "History is written by the victors!"

Latest Version:
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ctf_decker_rc1 1st Release Candidate
http://dl.dropbox.com/u/2336353/ctf_decker_rc1.zip
ctf_decker_b240010.jpg

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Previous Versions:
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ctf_decker_b16 5th BETA RELEASE
http://dl.getdropbox.com/u/1306131/ctf_decker_b16.rar

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ctf_decker_b14 4th BETA RELEASE
http://dl.getdropbox.com/u/1306131/ctf_decker_b14.rar

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ctf_decker_b13a 3rd BETA RELEASE
http://dl.getdropbox.com/u/1306131/ctf_decker_b13a.rar

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ctf_decker_b9 2nd BETA RELEASE
http://files.getdropbox.com/u/1306131/ctf_Decker_b9.rar

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Ctf_Deckerb1 1st BETA RELEASE
http://www.fpsbanana.com/maps/download/86135

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More screenshots of older releases: http://www.vigville.com/wip/ctf_decker/
 
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Vig

L2: Junior Member
Feb 14, 2009
60
120
Oh hey look at that, ha! Well now its an official thread of its own, I'll keep posting the updates here until its done.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Awesome! However, keep in mind when making new models that the model itself doesn't have to be that cartoony, just slightly simplified.
 

wreckreation

L1: Registered
Apr 7, 2009
1
1
F*cking brilliant. Two very different environments in one map, there's no mistaking where you are at any time, and it all hangs together logically (in the cartoon universe of TF2, that is).

The anal retentive in me feels the need to point out that, in our universe, aircraft carriers don't carry big guns like that, but hey, maybe in the TF2 universe they do. Still f'ing brilliant.
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
Thanks guys

I'm in the process of reworking some of the hallways so they are a little less chaotic.

Which props do you guys think are a bit too cartoony?
The F4u and Moto-Tug where modeled off machines that where actually in service.
The ship's funnel and bridge where inspired by this painting and the USS Oriskany.
The sub was modeled off the 1950's version of the Alvin Sub.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Gotta play it last night, maybe 12v12.

Was pretty fun, somewhat confusing at first. Took me awhile to realize I could jump down and the intel was at the bottom. Would get lost in the bases some.
Hard to say much for a couple quick rounds. Might be good to simplify or get rid of a few paths. Seemed like alot of the time I was wandering around and there was nobody else anywhere.

It really needs more health. I only found a couple packs. One I could refind (front door of base), the other I just stumbled across (by some stairs).

I think the tugboat is probably the item that stands out to me the most as cartoony. But maybe I just haven't seen one like that before. After actually going in game and seing the models I didn't think the planes were as cartoony as I had remembered, and all the ship parts look pretty good.
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
I got some time to make some of the changes I've been itching to make.

Thanks for the great feedback and help testing!
 

Tinker

aa
Oct 30, 2008
672
334
I really like the look and the working of this map, however I don't really agree with your decision of making it nighttime. I thought the light really showed how original and interesting this map was very well, while darkness shrouds all of that a little now. Just because you can doesn't mean you should :p
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
Yep I agree. I'll be switching to more of a sunset/dusk setting next time. The lighting just isn't dramatic any more. But people seem to like the flow a lot better.
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
Played this map last night. It plays really nice. It is still a little confusing when you first start but it doesn't take too long to figure out. We didn't have a ton of people around so it is tough to give it a proper review but I liked it and it got a decent rating.


 

drp

aa
Oct 25, 2007
2,273
2,628
i love a great ctf and this looks like it could be one of those. i would suggest submitting it to one of our gamedays in the events forum for testing.
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
Thanks guys. I'll have to camp the events threads, the last few times I checked they closed faster then I could submit. Just goes to show how valuable quality play testing is.

It's popped up in a few places.
(if posting other servers against the rules I apologize and please remove it or ask me to).

Play Test Dates:
Host: caffeinePowered TF Tuesday
Date: 07/07/09 Tues 6:00pm PST
IP: 8.12.20.112:27015
PW:littlecart

Host: CGTalk's Weekly TF2
Date: 07/08/09 Wed 6:00pm PST
IP: 209.246.143.142:27015
PW: polygon

Guns4Back2School
Date: If an admin is on they're normally open to calling a vote and switching.
IP: 66.228.126.59:27015
PW:
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
Thanks everyone for the awesome feedback, very valuable to hear the gut reactions after becoming numb to some of it.

I'll take any and all criticism you can toss my way. Don't worry about hurting my feelings. If it doesn't get torn down then I can't build it back up stronger then ever.

Intel Room Changes:
- Add stairs to intel room.
- Move sub in the intel room to out of bounds area.
- Smooth out the clipping on the props on the 2nd floor of the intel room. (People seem to get caught when circling the floor while looking down.)
- Add second ground floor entrance to the intel room.

Spawn Room Changes:
- Remove the hallway bump/cut out that has health and a hatch. (near mess hall spawn)
- Flip and straighten out the center "mess hall" spawn room(s) so it feeds into the map in a more natural direction.
- Turn up lighting in key areas to help guide players to doors and exits, especially in the water exit rooms.

Lift Area and Water Area Changes:
- Lights and signs to guide players out of the water.
- Lift room has a doorway that looks like you can walk through, but is blocked. Either allow access or block it visually.
- The lower bridge doesn't extend far enough to the red side, people fall through the hole.

Misc Changes:
- Finish off WIP props and create the new Red base canary props and textures.
- Finish detailing both bases, props, overlays detail brushes ect...
- Less intel signs, more resupply signs.

I'll watch the HLTV recording and see if there is anything I missed. Thanks for all the help and thanks for the honest feedback.
 
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Vig

L2: Junior Member
Feb 14, 2009
60
120
I implemented most of the changes added a lot of detail and optimized the map. It's ready for one more round of play testing before final release.

Any suggestions and comments are always welcome.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Of all the maps to start BLU team in a boat, this is my favorite BLU boat. It looks fantastic, man!

I wanna run through this sometime - and I'll post more then - but for now, are those vents in the third screen supposed to be open-ended like that? Their backfacing doesn't draw, but I guess you know.