Cor_redassault

riuthamus

L1: Registered
Jun 14, 2009
26
7
GAMETYPE:
Attack the defending teams core. To reach the core you will have to destroy/use several key objects throughout the map.

BLUE START:
Blue's base has been attacked by the RED cooperation. Blue team will spawn in two adjacent side locations and attempt to stop the red team from destroying the access computer. The computer, once destroyed will unlock the doors leading to the outer regions of the base and allowing access to the main hall of the core reactor room. Blue must defend this computer at all costs, its a small quarters to defend and its not properly lit either... so many opportunities for ambush's can occur.

RED START:
Red team has gained intel on a blue base location and has sent forth all available resources to take it over. The red team has already captures the tram station leading to the base and has started sending reinforcements to aid in the assault. It will be reds job to attack the computer which locks the doors to the outer regions of the base.


DESCRIPTION
STAGE 01: [ BREAKOUT ]
Red team must destroy the computer stopping the doors from working properly. Once the locks on the doors have been switched (locking out blue team from the two adjacent spawns) red team will have free access to the main outer section of the base. From here they will attempt to assault the bridge and gain access to the main core.

STAGE 02: [ LONDON BRIDGE ]
Upon opening the doors red will walk out into a "Main Hall" this hall will lead to the ONLY bridge connecting this section of the base to the main reactor. The two sections are divided by a single bridge with two guard towers on either side. It will be the job of red to make it across the bridge and destroy the console which controls the "Blast Doors" for the reactor core. Once inside it will be up to them to release the cooling liquids that protect the core.

STAGE 03: [ FLOODGATES ]
Once the "Blast Doors" have opened red team will find a long corridor that they must work their way through. Once they reach the center room they will notice a HUGE array of wires and machines. They must destroy the controls that manage the liquid's that cool the reactors main cores. Once these machines are destroyed the cores will become highly explosive and Red team can destroy the base once and for all!

STAGE 04: [ SHE's GONNA BLOW ]
Once the core has been exposed it will be the job of Red team to use all firepower they have to cause the meltdown (explosion!). Once the meltdown sequence has begun, all players will have roughly 30 seconds to exit the main reactor core room before it explodes killing anything and everything in its path. The read team will gain one victory point and the team swill be swapped.


MEDIA/DESIGN:
STAGE 01: SCREENSHOT(S):
cor_redassault_001.jpg

cor_redassault_002.jpg

cor_redassault_003.jpg

cor_redassault_004.jpg

cor_redassault_005.jpg

cor_redassault_006.jpg

cor_redassault_007.jpg


STAGE 02: SCREENSHOT(S):

STAGE 03: SCREENSHOT(S):

STAGE 04: SCREENSHOT(S):
 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Attacking a static object is alot like my game mode, rampage.

Except mineuses CPs to indicate what's left.

Brighten this up so we can play already.
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
From what I can make out in the screens the map looks interesting.

More lights plz?


EDIT:
Now that I look with my bright LCD monitor I can make out more features.

Nice industrial, spytech and slightly futuristic look.
Increase lights and let us play!
 
Last edited:

Delusibeta

L3: Member
Mar 21, 2009
100
14
So it's sort of like A/D Warfare (from UT3)?

As everyone else has said, needs more lighting.
 

riuthamus

L1: Registered
Jun 14, 2009
26
7
I have uploaded new screenshots with the changes made over the past few weeks. I have just returned from deployment and will be working on this map with all the freetime I have. If you guys have suggestions or ideas please let me know.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Most of your lights are a brilliant white next to the bulb, yet the area is lit with a very strong blue tint. You may want to alter either the lights or the lighting to make them match up.
 

riuthamus

L1: Registered
Jun 14, 2009
26
7
I would have to modify the skin to do that... thats alot of skin modifications for each bulb, wouldnt you say?
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
That would likely depend on how you did it. For instance, putting an omni light directly below or inside the bulb, properly tinted, could give the lights the right coloration. Similarly you could probably make use of the various env_sprite light options; I think there's at least one that's blue.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Still on the darker side of playable, yo. Might want to extend the 50% 0% falloff distances on some of those lights or add more ambient sources.

What can be seen of your geometry looks cool, tho!
 

riuthamus

L1: Registered
Jun 14, 2009
26
7
I still have much to do, and more lighting to add. Just wanted to update you with the most recent screenshots of my work. Although, im not going to make it too bright since it is a facility for a power station. Thanks for the ideas and comments ill be uploading more soon.
 

SuperNerd

L2: Junior Member
May 13, 2009
60
6
Now with the increased lighting I can see it's an much more awesomer map.
Try a point_spotlight to have a blue tint and use the "lighting preview" view option.
 

(s2a) yahodahan

L3: Member
Apr 22, 2009
144
18
*(gets up on soapbox)*

I think the lighting looks great already!

Okay, maybe great for HL2 or such...not really TF2-y...but still like it :)
 

riuthamus

L1: Registered
Jun 14, 2009
26
7
im having an issue with spawn points. For some reason i set teamspawns.. but they only spawn at one location.

info_teamspawns
change teamspawn to: red or blue

I place them in different locations and it doesnt work, they just spawn in the same location. Is there something I might be missing?