cp_ghosttown progress journal

Discussion in 'WIP (Work in Progress)' started by roninmodern, Feb 6, 2008.

  1. roninmodern

    roninmodern L3: Member

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    Ok, so I'm working on my map, cp_ghosttown.

    Red and Blu have taken over two halves of an old western mining town, designed to look like it's straight out of the wild west.

    There's a central CP in the street, then each side has a CP in their barn (the big central building). The barn must be accessed by going through one of the two end buildings that are on the street. After taking the barn, the team's final CP is in their command center that the barn is really a cover for.

    First off, the map (NOT TO SCALE!)

    [​IMG]

    I'm not too far along, still building it with orange textures. It's fairly small, so building the actual gameplay area won't take long. The extra flavour architecture to give each side its Red/Blu feel will take longer though.

    Screen of forward spawn area (left) and a building with access to the barn(right).

    [​IMG]
     
    Last edited: Feb 7, 2008
  2. Haas

    Haas Guest

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    Western style would fit tf2 would be awesome!
     
  3. Logo

    Logo L3: Member

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    Looking good for a start. Might want to think about replacing the chain link fence with something more western styled though.
     
  4. roninmodern

    roninmodern L3: Member

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    I was thinking a really tall wooden fence. It will need to be tall enough to justify putting a playerclip above it so a demo man can't get out.
     
  5. Logo

    Logo L3: Member

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    Well it doesn't need to be that tall. See things like the guardrail in hydro that's small enough to jump on but you can't. So long as the way the map is laid out it's apparent you can't get past it you could do something even shorter like a bunch of carts/wagons.
     
  6. roninmodern

    roninmodern L3: Member

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    I'll have to play hydro a little just to check that out, thanks!
     
  7. greenridge

    greenridge Guest

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    great idea
     
  8. Voztron

    Voztron L2: Junior Member

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    Some nice brush work you have there. I am just worried the map is too small. the spawns are very close to eachother.
     
  9. roninmodern

    roninmodern L3: Member

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    Maybe you're missing the spawns in the back. The ones on the street are forward spawns for whoever has the central CP.
     
  10. roninmodern

    roninmodern L3: Member

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    third building

    [​IMG]
     
  11. YM

    aa YM LVL100 YM

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    looks good so far, but it looks like you are going to be rendering a lot of the map at once...
     
  12. roninmodern

    roninmodern L3: Member

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    I'm not going to be able to get around not rendering the center at once....the back sections will be much easier to optimize.

    We'll see how that goes.
     
  13. Voztron

    Voztron L2: Junior Member

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    Its looking good. And yes I missed the to spawns at either end :S

    Are you making your own textures?
     
  14. roninmodern

    roninmodern L3: Member

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    I don't have the skills to make my own textures :(

    Though I would LOVE to have a GIANT world map for each room with the final CPs in them.

    Tonight I'll draw a concept sketch of what I'd like each final CP room to look like. I don't think anyone's map has done the whole "evil empire control room" theme yet....
     
    Last edited: Feb 7, 2008
  15. Sacrifist

    Sacrifist L3: Member

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    You should reconsider the final cps that are right next to the spawnroom if you are planning this map to be in server rotations. Every map Ive ever seen with this setup is never put on a server because of the whiners that complain about the cps being to hard to capture right next to the spawnroom.
     
  16. roninmodern

    roninmodern L3: Member

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    I wouldn't worry about that, that map isn't to scale.

    Besides, plenty of the stock valve maps have a spawn right next to the final CP...
     
  17. roninmodern

    roninmodern L3: Member

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    Ok, the main strip of "town" is done, except for the wooden fences closing it in. Once I add those, I'll have a fully enclosed area.

    [​IMG]
    [​IMG]
    [​IMG]


    Left to build:

    Fences at the edge of the street, barn, underground base, control points, spawn rooms.

    Then on to texturing/decorating!
     
  18. Voztron

    Voztron L2: Junior Member

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    I love the last two images. Nice stuff mate!