cp_ascend

Discussion in 'WIP (Work in Progress)' started by Jarmustard, Nov 6, 2008.

  1. Jarmustard

    Jarmustard L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Preface:
    This is my first map so it was a learning process. I dont understand to tools perfectly so there are still many optimization problems, and if any of you have suggestions for tutorials or other threads i should read, i'd love to hear them. Any and all criticism would be greatly appreciated.


    cp_ascend

    http://www.fpsbanana.com/maps/70498

    This map was inspired by cp_gravel_pit and has a similar control point layout. Red defends while blue attempts to take A & B which causes C to then unlock and be open to capture.
    However cp_ascend (as its name implies) is based on a vertical orientation. The battle occurs between, on and within five 3-4 story buildings. Blue starts in a basement while red starts 3/4's up the opposing building. Blue must fight their way up the buildings where they must capture 3 roofs, the final cap being on the roof of the Red base.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    This map has not been tested with its (probably) optimal number of players (~20-30) so everything about the balance and the gameplay is still all in theory, but this is what i intended cp_ascend to play like:

    I intended there to be relatively few paths onto the roofs and intended the area of the map to be reasonably small so that there is a constant battle at almost every stage of blue's ascent from almost every direction. Red can drop down and engage blue wherever they may be, and blue can rocket/sticky jump up most buildings to keep red (and their snipers) on their toes.
    Blue's two primary paths take them through two reasonably large warehouses where, ideally, if they can hold either of these buildings their access to the roof would be much easier.

    The final cap is on the roof of Red's spawn building. Red has easy access to their roof, however the CP is on a raised structure that only high jumping classes can reach. Blue can approach the final point's raised structure by climbing across bridges connecting the roofs.

    Expected issues:
    -Because the map is very open i am worried snipers would be too prevalent. I started to preempt this problem by adding various visual blockers to keep key areas protected from snipers, but i'm waiting to see exactly the way it plays before i change too much.
    -There were many other places i could add connections between buildings and paths for Red to access each building quickly, however i opted to limit the amount of bridges and access to encourage a more direct path for blue to keep the frontline of the battle more even (if that's even possible in this map)


    future plans:
    I was playing with the idea of having certain triggers block/create more paths along the lines of cp_steel. However, since i havn't even really tested the map yet, i wanted to make it as simple and straightforward as possible to see how it plays.
    Also, someone suggested the possibility of having 2 more capture points within the buildings to make them more of a priority for blue to control.
    If i were to do this, i would have each indoor CP be required for blue to capture the corresponding roof CP. However red would be allowed to retake the indoor CP, causing blue to have to hold the interior while simultaneously capturing the roof. I would keep the two roof CP's not reclaimable by red, and once they are taken, the respective interior would also be locked. Perhaps i'm getting ahead of myself by explaining these ideas, however i found them to be interesting and worth discussing if anyone else has an opinion.


    Currently cp_ascend is in a beta2 stage. B2 is a hotfix for a problem with b1 i posted a few days ago. The error in the reflection maps on the CP's that you can see in a few of the screenshots was one of those errors.


    So in conclusion:
    If anyone wants to try it out, host it, help with problems it has, give comments or suggestions, i would be very appreciative. :)
     
  2. Forthex

    Forthex L2: Junior Member

    Messages:
    80
    Positive Ratings:
    12
    It looks like you forgot to build your cubemaps...

    And that "Overflowed CClinetRenderablesList group 7" error means that some optimization using area portals and hint brushes is in order.
     
  3. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

    Messages:
    118
    Positive Ratings:
    13
    Have fun!
     
  4. Galago

    Galago L2: Junior Member

    Messages:
    90
    Positive Ratings:
    5
    The concept is very interesting! Vertical gameplay, ascending the building... cool. One buff I have is your texturing; it doesn't look very TF2-style. Half-life 2 textures maybe? Hopefully not, because then I'll need to punch you in the face >:C. Only joking :D... anyway, more on it later when I actually playtest :p
     
  5. Jarmustard

    Jarmustard L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Thanks for the info.

    cubemaps:
    Truthfully, i know almost nothing about how to implement cube maps. I recently discovered that that was the problem, and i believe i fixed it in the b2 hotfix, but i have no idea how to use them well.

    optimization:
    its true, as i designed this i was learning the tools, so its incredibly un-optimized. I'm also not too sure what you mean about getting those brushes in order. I'd love it if you could clarify a bit (or point me to other threads)

    If anyone knows of any good references or tutorials for either of these i'd be grateful, but i'll try and find some on my own in the meantime.
     
  6. Jarmustard

    Jarmustard L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Thanks for the design tips.
    Before i posted this i was desperately trying to get it to a playable level.
    Right now i'm more worried about if its actually fun and if the over all design works than the aesthetic design. Once i get to playtest it and see how it runs, i'll be more willing to go back in and add a lot more detail that i was planning on. (Especially with that one ugly pointless brick building)
    I just dont want to spent a lot of time adding details to only realize i have to change half of the map.

    I'll definitely take these ideas into consideration when i go back in with a scalpel though :)

    thanks
     
  7. Jarmustard

    Jarmustard L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Well, to be honest, I did only use TF2 materials & models but i know what you meant about the aesthetic style. Because i wanted it to feel a little more industrial there's a lack of traditional TF2 feel. I tried to blend the two by adding lots of wooden structures to red's side but theres still a lot more brick than used by the official maps.
    When i can go back in and redesign i'll definitely take this into consideration and try and veer it back into a "true" tf2 atmosphere (if i can)

    thanks :D
     
  8. Psyphil

    Psyphil L3: Member

    Messages:
    125
    Positive Ratings:
    30
    The controlpoint floor in the last picture sure looks HL2ish to me, and maybe the mountains too?
     
  9. Galago

    Galago L2: Junior Member

    Messages:
    90
    Positive Ratings:
    5
    I see where you're coming from... but I still think that brick texture is NOT from TF2. It's way to realistic. Anyway... w/e :p