CTF Concrete B4

Like tfc but with more frontline

  1. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Concrete - Like tfc but with more frontline

    Concrete is my first serious map, with a tfc approach to structuring and a themed map with usage of the Frontlines Asset Pack. Gameplay is centered around a small shallow beach, where 2 large concrete fortresses serve as RED and BLU's bases. Inspiration for the map was taken from WW1 / 2 pillboxes that were used as fortifications for machine gunners, and the original Team Fortress Classic 2fort map, which has similar layout.

    IMPORTANT THINGS TO NOTE:

    -Just in case (despite probably having correctly packed the assets),

    -Barbed wire situated around the map WILL HURT YOU. DONT RUN INTO BARBED WIRE LIKE A RETARD. SPIKED METAL OBJECTS HURT.

    -Don'y go to your flag room if you have the enemy's flag. Get to the courtyard, where you'll find a capture zone.



    If this map ever gets to the rc stage, I'm betting 100% it won't be accepted by valve because it's too confusing for new players.
     
    • Like Like x 2
  2. EksCelle

    EksCelle L1: Registered

    Messages:
    42
    Positive Ratings:
    101
    So far I'm a fan of everything beyond the spawnroom, the intel room and surrounding areas are really lacking. Otherwise, I really like it. The barbed wire that damages you is a nice touch, and I like that you put the capture zone in the courtyard (even though it was at my request)

    edit: maybe lower the damage the barbed wire does? It seems to kill you pretty fast as it is
     
  3. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Changelog:
    ========

    -Removed the blank middle area with a bunker (This breaks sight-lines and gives cover)

    -From the bunker, you can access 2 tunnels; One tunnel goes to the RED base, and the other goes to the BLU base.

    -Added pickups

    -Made the Base interiors more Roomy, spaced out, less cramped.

    -Intel rooms are MUCH larger.

    -Mines are scattered around the map. I don't know if the particles were added in when packed but whatever

    -Ceilings are raised a little more.

    I hope you enjoy this update and have fun!

    Read the rest of this update entry...
     
  4. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    This update fixes any crashes people have had with the .bsp, and removes mines. It also details the map a little.

    CHANGELOG:

    -Removed mines, mostly because they crashed the client / server

    -Added details; the surrounding areas of the forts are now rock, and the ceiling of the main base is a roof

    -Extended the beach areas to over up the pipe areas.

    -Added arrows to know which way you're headed to in the tunnels.

    -Added small ramps on the L - curve pipe connectors, so that you don't have to jump whenever you come across a ledge.

    Read the rest of this update entry...
     
  5. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    WHY DO I FUCKING POST HERE

    LIKE WTF NOBODY IS GOING TO DOWLOAD THIS SHIT, IT'S NEVER GOING TO BE ADDED INTO THE GAME, AND SOMEBODY IS GOING TO FUCKING GO "HUE HUE HUE THIS MAP SUCKS ASS KYS NEVER MAKE MAPS ANYMORE"



    CHANGELOG:
    ===========

    -Added Wooden barriers

    -Added concrete fortifications

    -Made Bunker easier to counter attack

    -Made fort windows easier to shoot rockets at

    -Made Wilson Happy

    Read the rest of this update entry...
     
  6. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    Please repack your map, rather than turning it in to a BZ2 compressed file. BZ2-compressed files need special software to decompress them, and it's an extra step for us.
     
  7. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Changelog:
    ========

    -Remade Mid

    -Instead of a Bunker, there's a ruined bunker (With cover inside)

    -Flank routes that lead to a small warehouse and then lead to mid.

    -Same flank routes are joined in the base's portion of mid (Road area)

    -Added wooden walls to the area (for cover)

    -Remade the forts

    -Battlements are now much larger, and the towers can accommodate more people / are more open.

    -Optimization

    -Sewer route removed (No more pyrosharks)

    -Added another route to intel (to the right).

    -Height variation in mid (The mid bunker / cover areas are now a little higher than the rest of the map

    -Added roads on each team's side of the map (Originally there were small rivers, but they were removed as dirt roads made more sense (In terms of transportation).

    -R.I.P Normandy Theme (He will be missed).

    Read the rest of this update entry...
     
  8. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Changelog:
    ========

    -Made the dirt roads fully paved (As in, pavement, complete with yellow lines.

    -Made the flank routes closer to the tanks

    -Optimization

    -Aligned sand textures / fixed seams found in certain displacements.

    -Displacements added to the desert areas in the flank routes.

    -Textured (As in, basic terms, no detail added yet) 95% of the map.

    -Cubemaps (The reason why I added cubemaps was because the intel room floors required them (They needed cubemaps to reflect, etc)

    -Changed the tanks you see from animated ones to static props

    -Added telephone poles to each sides base! They do nothing, just look nice and use move_rope entities. Also, no you can't build sentrys on top of them.

    Read the rest of this update entry...
     
  9. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
  10. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Changelog:
    ========

    -Added small detail rooms that you can look through in the intel rooms. More rooms to come.

    -Added some extra class - workers / people in the detail rooms. 2 Engies, and a Medic can be seen working on computers, while the other mercs are fighting.

    -Removed the catwalks. The gap / hole opposite of respawn is now a small office with a HAM radio and a computer console.

    -Added ramp up to said office. The area also has a small health and ammo pickup.

    -Details to intel room include:
    >vents on ceiling
    >Hanging lights
    >Actual stairs (As in, proper ones)
    >Computer banks
    >Intel is now on a small map desk (From the frontline pack)
    >Prop Doors

    -Most of the sloped ramps are now stairs.

    -Intel isn't on a catwalk (This was to make getting the intel more easier

    -Bunker sightlines are gone. You can't snipe the opposite team's fort entrance any more.

    -Added armored cars on the side of the road

    -Optimized / func_detailed a crapload of stuff

    -Made the fort courtyards more smooth (As in, there are curved walls that join the walls and the main building to give a smoothed out look.

    Enjoy!

    Read the rest of this update entry...
     
  11. worMatty

    aa worMatty Repacking Evangelist

    Messages:
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    Positive Ratings:
    834
    If you're done with the layout and are now focusing on detailing, you could go to beta. Beta releases should be less frequent, if most of the work you are doing is detailing.
     
  12. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Yeah, I should do that.
     
  13. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Changelog:
    ========

    -Added more detail props and better looking textures.

    -Removed bump below the intel room table.

    -Smoothed the roads a little.

    -Extended the tunnel to have a 3rd route that one can take to avoid mid.

    -Made proper displacements for the map

    -Made the ruined building more realistic

    -Added more cubemaps

    -Optimized the map a little bit

    -Playercliped a few areas.

    Read the rest of this update entry...
     
    • Thanks Thanks x 1
  14. The Letter Before A

    The Letter Before A Cool Idiot

    Messages:
    300
    Positive Ratings:
    119
    I really enjoyed playtesting on this, but it seems quite detailed for alpha.
    Don't mean to be an asshole, but it might screw you over when your first major exploit appears
    Or you want to change a large amount of the layout
     
  15. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    487
    Positive Ratings:
    127
    Dawg Its fine, its just some concrete textures. This idea only works if its super detailed, which it isnt.
     
  16. TMB

    TMB Banned

    Messages:
    827
    Positive Ratings:
    287
    Cool, but i think is very detailed for an alpha...
     
  17. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Well, alot of people liked the layout. So I might redo some areas.

    Also the beta will be probably the next update.
     
  18. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Next update, I will:

    -Detail even more

    -Re - brush a few areas

    -Possibly add another entrance that leads to intel.

    -Re - design the other path that leads to intel

    -Make the spawnrooms larger

    -Change the wooden barriers to ruined walls

    -More optimization

    -And a Beta Update (Maybe idk)
     
  19. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Changelog:

    -Soundscapes are added to many parts of the level (Respawn Rooms, Both Intel rooms)

    -Raised the cliff level to double the size (This was to make the 3d skybox work correctly)

    -Added a 3d skybox! Things in the skybox include:
    > A crashed BLU bomber plane

    >A few small tents that you'll never get to see

    >cool cliffs, and a radio tower

    >a RED air base (With AA guns, planes, and a runway)

    -Added RED and BLU detail buildings (On the top of the cliffs). RED has this large factory (With 3 smokestacks rendered in the skybox because they would pop out when you were on BLU's base), and BLU has this warehouse with shipping containers lying about.

    -The hallway that you come across when exiting spawn is this vent that inclines upward into the small warehouse area

    -Added a Wall to the L - shaped intel room, now making it an I - shaped intel room

    -HDR lighting (No, it's not that bad, compared to the rapture or some shit)

    -More props added to the bases and main areas

    -Signs pointing to the alternate routes.

    -Spawn Rooms are now expanded, the 2 doors are changed:

    >One door leads straight to Intel, as promised.

    >Another, instead of having 2 doors lead into the lobby, has one diagonal door that does the exact same thing.

    >A window that you can look through leads to the garage area.

    -Vents in alt routes now bend a little to prevent sightlines.

    -More obvious signs to the capture zone (Other than the fact that the capture zone literally has the fucking letters "capture zone" printed on the godamn floor).


    More is planned for future updates. This update means that the map is no longer in an alpha stage, the layout for the most part is complete, and it will further expand into more beta, and eventually rc.

    Read the rest of this update entry...
     
    • Like Like x 1
  20. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    190
    Changelog:

    -Featuring the Mann Co Trans - Atlantic Pipeline! Bringing oil from one side of the country to another, which coincidentally crosses the Middle Battleground. The area itself can't be reached easily, and can't be used for building engineer buildings. Very hard to get to, but doesn't subtract from gameplay (It's just there for decoration, mostly).

    -Redid the intel room to be more interesting, with some more spytech appeal going towards it.

    -Added Detail rooms, such as corridors, other out of bounds rooms that can be viewed from Doors and Windows

    -Map is now compiled in HDR AS WELL as LDR. Those with LDR can enjoy the map without it being fullbright.

    -Areas have more touchups, detail, and more spytech equipment

    -Base layout is changed a little, changes as follows:
    >The path to intel isn't in front of the base enterance, it's instead in the middle of the warehouse enterance and the 2nd spawn enterance

    >The lobby's length is increaed by 128 u (This was the most painstaking thing ever done with the map).

    >The vents are now rooms / corridors. More space to move around, the vent found in base is now a small storage room.

    -Alarm system is added (When you grab the enemy intel, there is a set of corresponding emergency lights that blink and a HL2 / 1 Alarm sound. The alarm system is subject to change).

    >The flashing alarm lights are actually slow strobe - effect light entities that emit a red / blue glow, this doesn't detract from gameplay and doesn't make team colors hard to distinguish. I will switch to env_sprites once I figure out how to work them out.

    -Added appropiate trim textures to certain areas.

    -Some detracting props are removed from mid.

    I hope you enjoy this update as much I did making it! Map size is around 40 - 50 MB.

    Read the rest of this update entry...