[BETA] cp_cz3 (Canalzone2 remake)

Discussion in 'WIP (Work in Progress)' started by necro, Apr 26, 2008.

  1. necro

    necro L3: Member

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    For those of you who remember CZ2 in TFC, I took a stab at making a fresh version of it. Same 5 CP attack/defend layout, where you take the flags from your base out to the CPs.

    The first beta is done. I've got a FPSgameserver hosting it at: 206.251.75.196:27015

    Please check it out and let me know any bugs you find.

    Screenies:

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    • Thanks Thanks x 1
  2. necro

    necro L3: Member

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    Known Issues:
    - Blowing up the enemy's control room drops you from the server. Major bug that I have yet to figure out
    - Riding on top of some trains causes a problem when you end up embedded in the tunnel ceiling
    - HOM affect at 1 door in red's base
    - Several props need their fade distances increased
    - Capturing points still gives you 30 private kills and no public points. Maybe valve's update will fix this, I hope!

    Things I plan on changing
    - Sky is just too dark. Gonna make it more "dusky"
    - Some spots in the map are too dark. Need additional lights
    - I'm thinking to swap the train cars to flatbed ones and flip the direction, so you could literally ride the rails to speed up CP capturing.
    - In general the map is a little too big. I'm thinking I might flip the spawn and control rooms to minimize time spent inside base
    - Still need to add ambient sounds, decals, skybox elements and default camera position

    Any other suggestions are welcome
     
    Last edited: Apr 27, 2008
  3. Spike

    Spike L10: Glamorous Member

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    I haven't played TFC but your map is looking so nice. I think you need to improve your skybox.

    Reminds me to the begining of HL2, the train area
     
  4. R3dRuM

    R3dRuM L6: Sharp Member

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    looking really good!
     
  5. The Asylum

    aa The Asylum

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    Holy shit that looks creepy

    Is that nighttime skybox texture included in Hammer or did you make/request it?
     
  6. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Canalzone 2 was my favorite TFC map, so this is very exciting! After working out the major bugs, you should submit this for the next gameday. Looking forward to giving this a run through!
     
  7. 3_stooges_geo

    3_stooges_geo L1: Registered

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    looks good so far,look foward to next version without the major bug.
     
  8. necro

    necro L3: Member

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    I made it with terragen, but I'm gonna have to tweak it. The dusky blue color is too low on the horizon so mostly only black night sky is seen
     
  9. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Talk to the author of oilrig, might work for that map.
     
  10. PMAvers

    PMAvers L6: Sharp Member

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    BTW, in regards to what we were talking about on the server, the program I use for compressing maps is 7-zip. (Free!) Archive format BZip2, Compression level Ultra.
     
  11. necro

    necro L3: Member

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    Groovy. Thanks for the help bud.
     
  12. necro

    necro L3: Member

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    Beta 2 is done and up on the server (now bzipped). Here are the updated screenies with the new "dusky" sky texture:

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  13. MangyCarface

    aa MangyCarface Mapper

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    Looks great.

    r_drawviewmodel 0 hides your weapon/hands, BTW.
     
  14. necro

    necro L3: Member

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    Known issues:

    - 1 of the trains keeps looping thru without a delay
    - You can get stuck riding on top of the locomotive near CP4
    - HUD icons show lock symbols even tho CPs arent locked (no clue how to fix that, anyone?)

    Things left to do:
    - Skybox & ambient sounds
    - Gotta tone down them clouds a bit
    - Add hint brushes, though my framerates been fine without them so far
     
    Last edited: Apr 29, 2008
  15. necro

    necro L3: Member

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    Ah, kewl. Thanks.
     
  16. necro

    necro L3: Member

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    Beta 3 is up on the server. Its the one submitted to the contest. If no other bugs surface, that'll become the final map.

    I'm not aware of any issues at this time. The 3D Skybox finally worked for the final compile.
     
  17. 3_stooges_geo

    3_stooges_geo L1: Registered

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    is there a download for map to run on another server,i would like to run it.
     
  18. necro

    necro L3: Member

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    • Thanks Thanks x 1
  19. 3_stooges_geo

    3_stooges_geo L1: Registered

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    thanks,i'll put on server tomorrow
     
    • Thanks Thanks x 1
  20. necro

    necro L3: Member

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    awesome, the more exposure the better.
    the main feedback i've already gotten is that its just too big, especially for a small # of players
    i'm thinking of scaling the entire map down. I just did a test compile, and it worked OK, other than the obvious model cleanup that will be necessary.
    I know this is a bad idea typically, but if I'm content to not touch any brushwork anymore, it should be OK, no?