Montezuma

andysss456

L2: Junior Member
Sep 28, 2008
56
9
The basic storyline is as follows:

The blue team is invading an island in the tropics that contains a secret red spytech base. They arrive on a boat and move through an old village/temple (Aztec). Then they push up the rocky cliffs and into the volcano spytech base in order to blow it up with a bomb named Cortez (the reference should be fairly obvious, unless you don’t know Aztec history).

Known Issues:
- Sometimes the cap area will randomly stay disabled.
- The damn compass won’t point to the right capture area…
- Lighting really sucks (dark in areas).

Future Plans:
- Fully implement the tropical island theme by trying a vast amount of different techniques.
- Find the perfect lighting angle.
- Stage 1 buildings need to resemble something… I’ve been looking for decent references for a while, but I can’t find much.
- Make huge explosion for the final point.
- Create sounds that make sense for the bomb.
- Add soundscapes.

Future Custom Content (most likely to be made for the map):

- Ivy to hang across trees and such
- An Aztec temple for the skybox off of stage 2
- Coconuts to hang from the palm trees
- Lava texture
- New skybox texture
- Other stuff I’m sure I’ll find out that I need to really craft this theme properly

When giving feedback I’d appreciate this format (stage number – cap number). So if you were to talk about the Aztec temple you would say at point 1-2 there needs to be blah.

I’ll submit to gameday soon enough and also just to tease you a little bit. Mr. Arhurt is going to be making a few models for this map (the bomb included).

Here is the bomb concept art created by my friend Goliath. Arhurt will soon model this into fruition and it’ll be awesome:
http://files.getdropbox.com/u/1339792/bomb.gif

Here are a few sketches of the layout i did before starting to block it out. The alpha product is surprisingly close to the drawings:
http://files.getdropbox.com/u/1339792/Stage 1-2.jpg
http://files.getdropbox.com/u/1339792/Stage 2.jpg
http://files.getdropbox.com/u/1339792/Stage 3-1-2.jpg
http://files.getdropbox.com/u/1339792/Stage 3-3.jpg

Thanks to these people for their content:
Artesia (custom dev textures)
Schmits (meridian cap point)
VelvetFistIronGlove (alpine rock models)
Void (dry cracked dirt texture)
Arhurt (tiki torch model and soon others)

Thanks to these people for their support:
Arhurt (ideas and models)
Eerieone (confidence raising and what not)
Goliath (concept art for the bomb and areas in the map)
The Mental Clinic Group and Soulnothing (early alpha playtests)

Also! Sorry that i'm so late to the party.
 
Last edited:
Aug 19, 2008
1,011
1,158
Looks juicy, by which i mean thick atmosphere :)
one thing though, the color difference between the cliff and the ground on top is a bit harsh, i´d rather tend to bake a blend towards the top than the bottom

will give it a runthrough tomorrow, getting late here...
 

FlavorRage

L4: Comfortable Member
Oct 12, 2008
197
57
Totally puts my tropical map to shame :(

But that was my first map anyway, LOL.
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
Map looks really good.
Though, I have had some of the same problems.
 
Aug 19, 2008
1,011
1,158
Did a playtest today, plays well smooth
I believe, once the dev-textures are gone this will be a visually stunning map :)

Stage 1.
Generally great layout, but try to force red to stay inside the building around cp2, its too easy for them to push out up to cp1 and blu wont advance

Stage 2.
Blu forward is a tad big, narrow down the choices where people might go
Visually and gameplaywise very mature stage, not much to be done there

Stage 3.
Love the Cave-feeling, comes together nicely, but i dont like the wire as spawndoors, looks strange and unrealistic
cp1 is good
cp2 too easy because red is confused by the layout (even though its not that complicated)
cp3 nice area, but could be shrunk by a third to avoid sniperbattles, could also need some sentrycover

all in all veeery nice work you´ve done there
i love the concept of the open CPs, but they are a bit too vulnerable for stickyjumping/rocketjumping caps
if you might narrow down the corridor, where the airborne demos might come through, that might play out quite well

rock on!
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
So this is what you had planned. ;) Looks damned awesome.
 

andysss456

L2: Junior Member
Sep 28, 2008
56
9
a2 is out. I'll replace the screens up there a few versions from now, no reason to retake every single version. Changelog is as follows:

- Layout changes at stage 1.
- Detailing changes all around the map.
- A few small fixes.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
I'll be creating some minor and major props for Montezuma, here's a preview of the Tiki torches:
001-Torch-1.jpg
 

raz0rskyl1n3

L1: Registered
Oct 21, 2008
28
12
I've played this a couple times, and overall its very good. The layout is pretty solid, there can be a few improvements here and there. But over all excellent design. The end theme looks very promising.

I set up a 24/7 server for this, its off my home internet so it may not be the best. But if you want to try a few rounds go ahead.
67.162.227.234:27016

Also arhurt as usual excellent models. :D
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Thanks guys. We played last night and I gotta say I love the gamemode and Montezuma has an excellent implementation of it.

Here is the final tiki torch model:
002-Torch.jpg
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Played this on gameday, was a nice map.
But you got the ramp/stair bug, you need to nobuild those, otherwise you can build teleports close to eachother on different heights and you can get people stuck in them.
Picture:
28bfns4.jpg

(If you wonder what the chat was about, A Boojum Snark got pissed for me checking if you had the bug)
 

andysss456

L2: Junior Member
Sep 28, 2008
56
9
A5 Released

A5 Changelog: (I like to jump randomly from a2's to a5's)
- Major layout changes at stages 1, 2, and 3.
- increased travel distances on stages 1 and 2.
- flipped around stage 3.
- stage 2 now has a one way door and drop down as well as a new area out front of the temple.
- stage three area 1 redone.
- Detailing changes all around the map.
- Tons of small fixes all around the map.
- Now with HDR!!! (even if it does look like shit right now)

Hopefully my changes have made the map quite a bit better, bear in mind the visuals are still pretty crappy, i'm working to stabalize on the lighting. Anyway, if you have any suggestions, i'd really appreciate them. Also rock on for valve getting us the new hud soon.
 
Aug 19, 2008
1,011
1,158
like what you did there, but i agree, the lighting needs some work
experiment a tad more, atm there is not enough contrast in the environment

i would disable collision on those tiki-torches, i tend to get stuck on those

the rounded building on the left side of the 1st cp looks unnatural for tf2
 

andysss456

L2: Junior Member
Sep 28, 2008
56
9
Here are a few screens to whet your appetites. this is stage two. I felt like detailing it up. So here it is after my first pass. I forgot to compile with hdr, but you still get the idea. (and thanks to eerie for the psd template).

mont_a6_00.jpg

mont_a6_01.jpg

mont_a6_02.jpg

mont_a6_03.jpg

mont_a6_04.jpg
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I still have to give a try, it'll be kinda new since I 've never really played on this mode, but I may already say I'm really really in love with your setting. The lighting and color theme are perfectly chosen and refreshing.

For your future custom content, you could consider adding a bit of this greenish/mossy layer on some wood textures too.

Good work so far, man !