Filter

Howling

L1: Registered
Jun 16, 2009
26
3
CTF Filter

Preface
What are the odds of two chemical companies being housed right across from the same gorge? Very little! Yet stranger things have happened. Red and Blue duke it out in their quest for world dominance in the chemical industry. Of course, in order to outsmart - or outsteal each other - they try their hand at a little corporate warfare!

What happened to CTF Neighbours?
Gone. The concept might be picked up later. I'm not happy with mapping using DEV textures. I love to map on the go. Texture immediately to set the tone. Planning? Bah! Humbug!

Added to that Neighbours was a bit too complex for a first map. I want a more classic layout first. Get a bit more experience that way and go for the experiment later on.

What will this map entail?
It won't be like 2fort(!) Despite there being 2 typical "bases". I do intend to add features on, later. A point to capture providing a temporary advantage to either one team, or some other gimmick. One thing I want this map to be is themed. I used to just go and map. But Filter does have a theme; chemistry.

Also, i'll be making a whole array of custom signs. I've already learned how to create some basic textures. If I do use and release custom textures it'll be one medium to large sized pack.

Post an overview!
There isn't one. Freestyle, baby! :cool1:
 
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Howling

L1: Registered
Jun 16, 2009
26
3
Progress. A screenshot made with a build with very basic lighting. Need to fix the start positions and up the lighting a bit. Copy the base and make a red one. Construct the bridge between the two and it's ready for it's first alpha release.

ctf_filter_003.jpg
 

Howling

L1: Registered
Jun 16, 2009
26
3
Okay, forget all previous images. Completely redid the base. I wasn't happy with it's random layout (sorry, Efhan :) ). The new layout is much more logical. It features a (very) large intelroom at a logical position. It has a sniper box (which needs more work) and the frontend has been redesigned - though still a miscoloring in the texture remains. Gotta sort that.

Everything has been reproportioned.

There's some tweaking still to be done. Adding some detail, some signs, the shape of a couple of rooms. Then it's time to make a red base and do some exterior work prior to a test release. I can't wait to push it out the door!

Here's a quick pic of the front end. More soon!

ctf_filter_004.jpg
 
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Efhan

L2: Junior Member
Jun 13, 2009
82
19
Ok, the building seems nice, like something you could encounter in real life.
I like in particular the small window at the right side.

Edit: Maybe post new pictures:facepalm
 
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Howling

L1: Registered
Jun 16, 2009
26
3
Prior to Alpha 2 Release update with screenies!

Yes! A whole bunch of brand spanking new screenshots! I've created a red base and am testing for an alpha release. Still some things I want to tweak.

Progress since last time
- created a red base
- preliminary work on grounds
- moved capture point from intelroom to front of base
- fixed the sniper positions so someone can stand in it instead of having to crouch
- add cubemaps, dang those were necessary!
- added some props to give an indication - lots of detail work yet to be done!

Technically this is alpha 2. Since I ditched alpha 1 almost entirely.

Here's the screenies to see what's there and what's coming.

ctf_filter_a2_001.jpg


ctf_filter_a2_002.jpg


ctf_filter_a2_003.jpg


ctf_filter_a2_004.jpg


ctf_filter_a2_005.jpg


ctf_filter_a2_006.jpg


ctf_filter_a2_007.jpg


ctf_filter_a2_008.jpg


ctf_filter_a2_009.jpg


To do before alpha release
- add secondary connection
- light tunnel
- better manifest capture point -or- add neutral capture point (basically opening up a new area to fight in)
- get fresh cup of coffee (cold coffee - yuck!)
- place medpacks and ammo pickups
- a few nobuilds on stairs

ETA?
Somewhere this week probably!

To do before beta
- Are you kidding?
- I'm not listing that!
- Too much! :)
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
Okay, First: I like how you put the Intel and the "Bird's eye view" from each other so if some one put a sentry on it, for a scout the worst case scenario would be (just a guess) a few seconds of fire.
Second: I liked the kitchen in general, especially the flour bag. :thumbup:
Third: Does the spawn have doors? Looked like it was just hallways. :confused:
Fourth: I still like the sniperbox. :woot:
Fifth: And I also still like the buldings. :D
 

Howling

L1: Registered
Jun 16, 2009
26
3
Okay, First: I like how you put the Intel and the "Bird's eye view" from each other so if some one put a sentry on it, for a scout the worst case scenario would be (just a guess) a few seconds of fire.

Correct. Though a sentry takes time to aim. As it would have to tilt down, the scout could dart past using the pipes etc. as cover.

Second: I liked the kitchen in general, especially the flour bag. :thumbup:
Third: Does the spawn have doors? Looked like it was just hallways. :confused:

There are doors, also has medicinecabinets but those don't show up on the screens either. Has something to do with floating outside :)

Fourth: I still like the sniperbox. :woot:
Fifth: And I also still like the buldings. :D

Thanks! :D

At the moment i'm thinking about a third, middle area. Where the capture points would be. They would be much more open. Easily defendable for both sides. A typical 'middle ground'
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
The bases are looking very good, I hope the middle will also be that cool! :D
 

Sebhael

L1: Registered
Jun 10, 2009
38
3
This is looking quite fun. Looks very true to old Fortress maps.

Particularly like the front of the bases.