CSF Capture

Discussion in 'Map Factory' started by tyler, Aug 19, 2012.

  1. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,979
    A map by tyler and prestige.

    CSF For Dummies: It's CTF, but the flags move farther back into more easily defended areas. Like normal CTF, you always go to the glowing intel and cap wherever your intel is. Turtling C is not advised, because it means giving up A and B, effectively giving the enemy team only one cap needed to win rather than three.
     
    Last edited: Aug 17, 2015
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,365
    How'd you get those lanterns to float
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,979
    They are parented to brushwork lamp posts that I made func_illusionary and set to not render
     
    • Thanks Thanks x 1
  4. Toxindude

    Toxindude L3: Member

    Messages:
    103
    Positive Ratings:
    4
    Can't wait to see the final product. Really nice layout :)
     
    • Thanks Thanks x 1
  5. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,979
  6. Jetti

    Jetti L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    96
    I like the looks of it, but those wooden signs (including the SOLD sign) don't really seem to fit with the neon signs.
     
  7. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,773
    Positive Ratings:
    1,528
    my monopoly on csf is like a monopoly on poop lollipops
     
    • Thanks Thanks x 7
  8. ForbiddenDonut

    aa ForbiddenDonut

    Messages:
    391
    Positive Ratings:
    338
    Looks pretty neat. I still don't get exactly how this game mode works, but I'm interested.

    It's an alpha, so artistic criticism is pretty pointless, but in your third screenshot you have two escalators next to each other - one with an awning and one without. In general, escalators always give a stair option. Examples:
    [​IMG]

    [​IMG]

    Anyways. Super minor, but thought I might bring it up.

    Look forward to testing it.
     
    • Thanks Thanks x 1
  9. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,979
    Prestige's fault

    I'll explain in the OP
     
    Last edited by a moderator: Aug 20, 2012
  10. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,773
    Positive Ratings:
    1,528
    you're the one who demanded an escalator for some reason, and the hanging piano which you wont let be an environmental hazard like it always dreamed
     
    • Thanks Thanks x 2
  11. Jetti

    Jetti L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    96
    Oh, and I like this map because it features the Bus. That's kinda my new thing. ;D
     
  12. Trotim

    aa Trotim

    Messages:
    1,180
    Positive Ratings:
    995
    I wish people would stop doing really demanding lighting in early alphas. Not only is it bound to have issues that distract from the gameplay (super dark spots) but it also makes you cling to what you have too much. If you move some props or pickups, if you close some path you'll have to redo a ton of lighting or else you make players focus on empty spots or dead ends etc.
    I just don't see why you'd do that in such early versions. Sure you can do it in alpha if it matters a lot like in night maps but not in the very first version
     
  13. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,979
    Well I copied all the lit signs from King, and all the other lights are instanced, so it actually isn't a big deal at all to do any relighting if I need to. I don't mind doing it in alpha, it's kinda fun for me. Mostly it looks good because all the textures are smooth and the lighting is normal with -staticproppolys and -staticproplighting.

    If I was just plopping down 800r light ents, not only would I still miss corners but the map would also look like shit. So it doesn't matter. The biggest argument anyone could give me is file size but I like it better this way, because it means the beta filesize won't jump 50mb unexpectedly.
     
  14. Trotim

    aa Trotim

    Messages:
    1,180
    Positive Ratings:
    995
    Right, I guess so. I personally wouldn't enjoy it, maybe because recompiling takes forever on this machine
     
  15. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,979
    For this, VRAD takes about 1:30. On Anthem, which I've been doing -final HDR, it takes me about 25 minutes almost exactly. That includes some lightmap optimization though. At any rate, my PC is decent enough to handle it easily.
     
  16. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,773
    Positive Ratings:
    1,528
    you are assuming my layouts are not 100% perfect
     
    • Thanks Thanks x 4
  17. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,773
    Positive Ratings:
    1,528
    so this crashes servers 15-20 mins into playing
    and it crashes when we try to make a nav (crashes @ mesh visibility)

    what be

    edit: ok it's csf entities i think
     
    Last edited: Aug 21, 2012
  18. Trotim

    aa Trotim

    Messages:
    1,180
    Positive Ratings:
    995
  19. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    oh fuck
     
    • Thanks Thanks x 1
  20. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,773
    Positive Ratings:
    1,528
    csf broken? worst day of my life
     
    • Thanks Thanks x 1