operative

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Update to beta 1, fixes are mainly map exploits. Detailing to follow!

Alt dl links:
http://files.getdropbox.com/u/1293763/ctf_operative_b1.zip
http://www.fpsbanana.com/maps/100149
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This is ctf_operative, the extension of the map started with the TF2Maps.net intelligence room contest.

Alpha 5 is out and looking good. Please post some feedback and questions/comments in the WIP thread.

Operative is a standard capture the flag map, with emphasis on layout, ctf gameplay acceleration (by means of fast tubing!), and custom content. You'll also find some fun moving platforms to bridge the gaps on your way to assault the enemy team (see youtube video for details on that).

32 players max, all custom materials packed. 30 MB bzipped.

If you can't get it here via tf2maps.net, try:
http://files.getdropbox.com/u/1293763/ctf_operative_a5.zip

Screens follow:

EDIT: Oh and for shits and giggles I added the youtube vid of the ctf_operative_IRC footage. For demonstration.

[ame="http://www.youtube.com/watch?v=W1FheQvdxhc"]YouTube - ctf operative IR[/ame]

ctf_operative_layout.jpg


layout-2.jpg


ctf_operative_a5_01.jpg


ctf_operative_a5_02.jpg


ctf_operative_a5_03.jpg


ctf_operative_a5_04.jpg


ctf_operative_a5_05.jpg


ctf_operative_a5_06.jpg


ctf_operative_a5_07.jpg


ctf_operative_a5_08.jpg
 
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JosephOhSnap

L1: Registered
Jan 6, 2009
36
2
very very impressive looking map. havent played it yet, but i look forward to. fasttubing sounds awesome :)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I love how you applied your style to fit the spytech theme. you have some really awesome ideas going on.

but I can tell this file size is going to be buttfucking massive
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
it's not the size that matters, it's how you use it
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
If I go from where I am to where I look, I stand on... nothing, for half a second.


And it is the same thing if I do this jump from middle to a side.


I shouldn't be able to build here...


Because /that/ happens.


If I jump from where I am to where I look, I also stand on nothing for a short time.


The platforms sometime stay up, even though there is noone.
I didn't test it out, but I don't know what happens if someone is standing at the place of my last screenshot, and another player comes and the platform moves.


I absolutely love the ambiance of the map, and particularly those platforms.
 

botboyx3

L1: Registered
May 24, 2009
20
0
That looks incredible. It's shiny and glows; like somebody spilled TRON all over it.
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655

This shouldn't happen. (Those are the automatic pipes that go into the enemy base.)
 

Anda02

L1: Registered
May 30, 2009
29
2
This map looks really nice. Like REALLY good, it could use a bit of brightening up in some areas, and a smattering of random offices etc, that you see in a lot of Valve maps.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
In the effert of being pedantic.. I'm not a big fan of all the shiny-ness. 60's spytech was/is very white/cream and plastic-y. It looks fancy but isn't 100% appropraite. The tubes look nice, did you take them from portal?

Have you themed the bases atleast outside the base?
 

Daffy

L1: Registered
May 26, 2009
2
0
I can't download it because of the maintenance, but gosh darnit, do I want to. For whatever reason, I'm particularly impressed by your glass stairwell variants and the white theming of your spawn rooms.

It certainly doesn't mesh perfectly with the predominant Spytech theme, but as you're going for something new and unique, that's pretty forgivable. What I do worry about is the clash of avatars and their particular, plastic-y nature against an overwhelmingly shiny backdrop. A question that playtesting will have to answer: How is player visibility? That is, can you ALWAYS spot an enemy in your FOV?

A round of applause to you, Rexy. This is something very, very fine.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533

This shouldn't happen. (Those are the automatic pipes that go into the enemy base.)

Don't knock it until you've tried it. It's also not dissimilar from 2fort's underground access. My whole intention in using these is to prevent the too well known ctf 'turtling' effect, caused by heavy defense and impenetrable fortresses. It's proven to work quite well in my alpha testing on my community server.

A question that playtesting will have to answer: How is player visibility? That is, can you ALWAYS spot an enemy in your FOV?

You will never confuse an enemy player--the bases might look predominantly one color or the other, but the lighting is quite neutral--those textures self illuminate and glow red or blue, but the light they produce from light.rad are much more white than any other color.

The tubes look nice, did you take them from portal?

Yes, a quick 150% increase in size for tf2-sized players to fit in, then team specific skins.
 
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