[WIP] CTF_Pitstop

meOhmy

L1: Registered
Feb 16, 2008
8
0
Hey all,

This is my first map using hammer editor and ofcourse first tf2 map. THe map is about two rival gas stations in the middle of nowhere trying to steal intel to drive the competitors gas prices up. Since thats out the way, here are some screen shots

CTF_Pitstop_01.jpg


CTF_Pitstop_03.jpg


CTF_Pitstop_02.jpg


CTF_Pitstop_04.jpg


CTF_Pitstop_05.jpg


The base is ofcourse underground but needs a detail pass. So since i have your attention ... please answer this question :).



I have two respawn rooms, I placed the player spawns in one room and alternating to the next one so it goes back and forth. However, when i go into the respawn room to change class , it teleports me to the other respawn room. Any suggestions? Still very new at this sooooo ...


thanks in advance
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Well, I can't help you with your respawning problem, but... first map using Hammer? Wow. You must've done some mapping in something else first. This is certainly one of the best looking first maps I've seen. I'm anxious to jump in and playtest. Hopefully we'll see a beta soon?
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
I have two respawn rooms, I placed the player spawns in one room and alternating to the next one so it goes back and forth. However, when i go into the respawn room to change class , it teleports me to the other respawn room. Any suggestions? Still very new at this sooooo ...

It teleports you because you placed them alternating. Whenever you choose a new class, you vanish and pop up and a new spawn point as if you were respawning. So since it's the even/odd effect, if you've spawned odd and run back in and change class, poof, you're even.
 

meOhmy

L1: Registered
Feb 16, 2008
8
0
Done some mapping before in UE3 but more on the art side of things, but yes first in this engine. Pretty similiar workflow.

Sniper haven ... yeah a little bit. I wanted a very open feeling map thats in the desert, call me clustrophobic but I didnt want walls all around you. I tried to make it not so sniper friendly, the road in the middle blocks the sight lines to the other base completly when on the ground. Snipers can only get to the roof with the assitance of Engies teleporters. Scouts, demoman, and soldiers can easily get up ontop of the roof to kill camping snipers. So i tried to balance it as much as possible.. but wont really know how it'll go without some playtesting.. hopefully coming soon ...


SO I guess for the respawn room ... i can place the spawns by threes for now, less likely chance that they'll respawn in the other room when changing class but still alternate between rooms. Thanks Shmitz
 

mehby

L1: Registered
Feb 22, 2008
7
0
Looking good a bit too flat try using displacements for some of the floor and maybe an electricity pylon or two. But for first screenshots looking great love the underground opening
 

drp

aa
Oct 25, 2007
2,273
2,628
oh wow this looks awesome. its a real 180 turn from what valve does, but i think this just might work. have snipers covering the outside, and have the close skirmishes in the gas stations. nice.
 

MrSinistar

L2: Junior Member
Feb 5, 2008
82
6
Wow, very, very nice. I can't wait to play this map...it looks very fun.

Just a quick suggestion, maybe you want to change some of the rock models...I see some duplicates of the same rock model near the gas stations, but it may not be really noticeable during gameplay, so do whatever you want. :)
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
SO I guess for the respawn room ... i can place the spawns by threes for now, less likely chance that they'll respawn in the other room when changing class but still alternate between rooms. Thanks Shmitz

I prefer placing them in threes myself. It increases the odds that people will spawn together, and, if they're team oriented, move together.
 

poopster101

L4: Comfortable Member
Jan 28, 2008
155
5
looks sososo good
i wish i could come up with these ideas and see them through =/
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
Nice looking map. I like open maps like this. Dirtwork is open too and snipers arent a big problem because of the fog settings that are in the map.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Excellent work so far. This motivates me even more to get my first project moving along faster.
 

meOhmy

L1: Registered
Feb 16, 2008
8
0
anybody get a chance to look through this map ? If you didnt know ..I added a beta in the maps section
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
We've got it on our custom map server (in rotation, see my sig, it will appear every now and then)
I've played it on a server with 2 other players and again with about 18 other players. It feels too big for 20 players, its really a 32 player map methinks.
-The car sound should be lowered, doesn't fit the truck
-You need to make the ground displacements and do some alpha painting
-The underside of the ramp out of spawn can be seen but has a nodraw texture on it.
-Make another version already I like it :D
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Just had a runaround.

The outside is great, Im sure this is where you have spent the majority of time detailing.
Really impressed with the idea of this and fits the TF2 theme well.

The inside is kinda plain after seeing the outside and some very narrow tunnels might be sever choke points. Also with the openness of the outside going to the small inside makes it more apparent, CTF Quarry had that problem (imo).

The truck noise either needs to be changed or lower pitched might do the trick.
Theres some very long views, particularly along the road the connects to the 2 bases, you might wanna some desert-haze kinda fog or some vis blockers, right now itd be sniper hell/heaven.

Mapping is the easy part, getting it played on servers is the tough part!
 

Apex_

L3: Member
Jan 23, 2008
122
14
CTF Quarry had that problem (imo).

I agree. Despite Quarry being an excellent map visually, the ease of camping the intel room for engineers and demomen is more or less a map breaker. It gets very little playtime on my server due to this.

Mapping is the easy part, getting it played on servers is the tough part!

Custom CTF maps will always have a spot on my server at least :) I'll put the Pitstop beta up and give it a shot, but I run a small 18-slot server so the size will likely be prohibitive.
 

meOhmy

L1: Registered
Feb 16, 2008
8
0
thanks for the feedback guys, I will try to get something out fairly quickly with the changes suggested and try some more sight line blockers. I intentionally made smaller choke points for the classes with shorter range,(pyro) but maybe too severe.

Youme .. did you encounter any sniper issues while playing? Also did you find your way to the intel pretty easy, or should i put more arrows up?

I probably wont release this map on other sites till I get it just right.. you can only get this map here, So im glad its not on alot of severs yet... for now ofcourse :)
 

YM

LVL100 YM
aa
Dec 5, 2007
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Well there were a few snipers but you know that they will be there and you can dodge them once you see them so I personally didn't get sniped once and was constantly killing snipers, I don't think you have a sniper problem at all, unless you want engies to set up SGs outside, then you do.