The_District_b1 (testing phases)

Sacrifist

L3: Member
Nov 21, 2007
130
7
This map is a bit different in that it's somewhat based off Counter Strike hostage gameplay. Only difference is that the intel represents the hostages and blue is offense, red is defending. Basically, alot of us played a map called cs_crackhouse back in the day and this is a, rebuilt from the ground up, TF2 version of it lol. The biggest thing about this map is trying to balance it out. Since the red team could ultimately all go engineer and just place sentries throughout the building, I've come up with various routes that the blue squad could use to exploit that defensive tactic. Anywho, its up for download for whoever wants to play it.

Download the_district_b1

thedistrictb12mq9.jpg
 
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Buddikaman

L3: Member
Dec 31, 2007
107
11
Looks cool. Out of curiosity, how much custom stuff is in the map, as some of it looks custom to me?

-Buddikaman-
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
I tried to break the mold for the most part with this map. Going offcharts so to speak in terms of what a TF2 map should look like. It looks like there is a bunch of custom stuff but the truth is that alot of it is hl2 stuff that just blends in really well. The only custom thing in this map is the interstate sign (made by MemphisRob) and the capture zone sprite I created which I have been using in all my ctf maps of late.

thedistrictb11yn2.jpg

thedistrictb13mv5.jpg
 

bazola

L1: Registered
Feb 12, 2008
34
1
Well, take this feedback with a grain of salt because I am still a novice mapmaker.

I understand the desire to make a remake map, and for anyone that has played it, the TF2 version of Dust2 has some fun moments. The reason for this of course is that Dust went through years of refinements and is a very well balanced fighting space with lots of alternative paths.

Maybe my problems with your map arise because I never played crackhouse. To me it seems like there are too few ways to get inside the red base, and additionally that the overall size of the map is really small. A single sniper on top of the blue base would be able to lock down most of the map, and easily retreat to safety. In fact I think a turret on either roof would be able to hit most of the map. Now in one sense this is fine, but what I predict will happen, is that all of the red team will be stuck inside their base for the duration.

If you think about it, once the turrets are down, a scout could get inside red base, grab the intel, run out and cap it in what, 10 seconds? 15? If everyone was the same class, or very few people were playing, I could see this being somewhat enjoyable overall, but with 24 people in TF2 I can't imagine having any fun on this map.


Now to aesthetics. Your cubemaps are detailed, I especially like the pool with reflective sides, a neat effect. However I'm not sure why the city street would be reflective, seems odd. Also the city street/cars are close enough that you can see they are off of the ground, ruined, and no one is driving. The buildings and doors look good. The awnings seem a little small and those windows are causing shadows which seem out of place.


Some of this may seem harsh but my goal was to give some good constructive feedback for you :)
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Ummm....wow? Looks great. So do i undertstand correctly that the CaptureZone thing is floating in midair over the zone? Or how does that work exactly?

I any case it looks amazing. Do you know of any servers that have actually added it? I'll check it out solo later. Sounds like an interesting gameplay style too.
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
I used to love crackhouse! Gonna check it out right now...
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
Some newbie questions here.

1. How did you block it off? (Guessing invisilbe brush)
2. How did you get moving cars?
3. How did you create the sliding doors of Blue Base.
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
Maybe my problems with your map arise because I never played crackhouse. To me it seems like there are too few ways to get inside the red base, and additionally that the overall size of the map is really small. A single sniper on top of the blue base would be able to lock down most of the map, and easily retreat to safety. In fact I think a turret on either roof would be able to hit most of the map. Now in one sense this is fine, but what I predict will happen, is that all of the red team will be stuck inside their base for the duration.
That is the idea. The red team is supposed to be guarding the intel inside their base. There is no blue intel. The blue team is trying to take the intel from the red base back to the capture zone. There are a ton of ways to get into the red base. Every window can be broken and entered into. The top window has a way in. The roof has a way in. There are 2 regular doors to the building you can enter through. I took into consideration that the red team could all go engy and lock it down, but I tried to make it toware the offensive team would have a ton of different ways to get into the building regardless and also have a fun time doing it.
If you think about it, once the turrets are down, a scout could get inside red base, grab the intel, run out and cap it in what, 10 seconds? 15? If everyone was the same class, or very few people were playing, I could see this being somewhat enjoyable overall, but with 24 people in TF2 I can't imagine having any fun on this map.
We have yet to test it with 24 players so I cant really make any comments on how it will play with that many. It is a smaller map but if the defense is really going to play it how I expect them to, it should be easy to get a cap if the offense gets through the defense.

Now to aesthetics. Your cubemaps are detailed, I especially like the pool with reflective sides, a neat effect. However I'm not sure why the city street would be reflective, seems odd. Also the city street/cars are close enough that you can see they are off of the ground, ruined, and no one is driving. The buildings and doors look good. The awnings seem a little small and those windows are causing shadows which seem out of place.
Well, I like to keep the textures as tf2 textures. Models are a different story, but hl2 textures dont look very good in tf2. The reason for that type of street is that its the only thing that looked similar to a blacktopped road that was a tf2 texture. I might try out a few custom hl2 ones to see if it makes much of a difference, but I just went this route for this beta. The cars are the only models available to use and they are a hair off the road at close look. I might try to lower them a little bit but it might cause issues.

Some of this may seem harsh but my goal was to give some good constructive feedback for you :)
Not harsh at all man, I appreciate specific feedback. Im well aware that this map could have a few balance and spawn camping issues, but if the defense does this and it gets broken, they will not be in position to guard their intel. Plus I tried to give the offense everything possible in terms of different tactics and things to do outside the building. It might suck to some hardcores, but from when we tested it, most players really found it enjoyable and fun to play.
 
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Sacrifist

L3: Member
Nov 21, 2007
130
7
Ummm....wow? Looks great. So do i undertstand correctly that the CaptureZone thing is floating in midair over the zone? Or how does that work exactly?

I any case it looks amazing. Do you know of any servers that have actually added it? I'll check it out solo later. Sounds like an interesting gameplay style too.
Yes, its floating in air and will rotate as the players view it. I made it render as a hologram so you can only see it when you get so close.
 
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Sacrifist

L3: Member
Nov 21, 2007
130
7
Some newbie questions here.

1. How did you block it off? (Guessing invisilbe brush)
Player clips
2. How did you get moving cars?
func_tracktrain
3. How did you create the sliding doors of Blue Base?
They are just like regular doors but instead of going up, you have 1 go right and 1 go left. The knobs have to be parented to the doors.
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
1. How did you block it off? (Guessing invisilbe brush)
Player clips
2. How did you get moving cars?
func_tracktrain
3. How did you create the sliding doors of Blue Base?
They are just like regular doors but instead of going up, you have 1 go right and 1 go left. The knobs have to be parented to the doors.

Is there a tutorial anywhere for tracktrain?
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Ummm....wow? Looks great. So do i undertstand correctly that the CaptureZone thing is floating in midair over the zone? Or how does that work exactly?

Use Env_Sprite, you may have to copy that graphic to the sprites folder to make it work.