cp_stag

Discussion in 'WIP (Work in Progress)' started by Vilepickle, Mar 17, 2008.

  1. Vilepickle

    Vilepickle L7: Fancy Member

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    CURRENT RELEASE:
    FINAL 1.0: http://www.vilepickle.com/maps.php

    FINAL 1.0 CHANGES/FIXES:
    CP 1/5:
    -Increased the size of each tunnel into the CP5 area. This should make it so demoman cannot lock down these entrances quite so easily.

    CP 2/4:
    -Changed the CP2/4 cap timer to ~14 seconds for 1 player, down from ~18 seconds. Previously, it was very easy to prevent captures with just 1 player since it was so long.
    -Widened the primary attack lane into CP2/4 some, as it was very cramped for offense before and easily locked down.
    -Increased the size of the CP2/4 capture zone, since it was so easy to knock people off of it with spam-shots.
    -Fixed the "nobuild" in the Cp2/4 rafters not working correctly.
    -Moved the medium ammo pack at CP4 into the doorway more so it is a somewhat less powerful sentry location. It was quite potent before.
    -Made it so all players can get up to CP2/4 from outside the front resupply via crouch-jump-climbable kegs
    -Provided batter directions on where the ramp is behind the boxes in the CP2/4 entrance side room.

    General:
    -Removed the welcome message, because Valve made it centered and it lasts longer (yuck)
    -Widened the side entrance "neck" hall, so it isn't quite as susceptible to spam and tight fighting conditions.
    -Improved the indicators that point to multiple exits of each spawn room.
    -Added red "gate 1" sign outside
    -Made it look like the blocked off sewer railing goes underneath the blocked off tunnel section
    -Added more detail to areas.


    -----------------------------------------------------------------
    -----------------------------------------------------------------

    Stag is a port of the popular Quake 3 Fortress / Enemy Territory Fortress map of the same name. This is what the map was like in ETF, its last incarnation:

    http://etfgame.com/shots/levels/stag1.jpg
    http://etfgame.com/shots/levels/stag2.jpg
    http://etfgame.com/shots/levels/stag3.jpg
    http://etfgame.com/shots/levels/stag4.jpg

    I've decided to turn the map into a 5 point CP map instead of CTF, since it would turn out to be a larger CTF map (of which is not popular and is not very fun in TF2). Large CTF maps sadly don't play as well in this game. 5 CP maps are arguably not much better in some cases, but the spawn locations on Stag should make it interesting, in addition to it being somewhat smaller for a 5 CP map.
     
    Last edited: Apr 20, 2008
  2. Buddikaman

    Buddikaman L3: Member

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    Looks great as usuall, would like to see you do something more original than quake ports though.

    -Buddikaman-
     
  3. Vilepickle

    Vilepickle L7: Fancy Member

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    I do an original map every year or so. Expect one around September :p

    I am fascinated with bringing the glory of my past-favorite game into the new age, especially since people who were enthralled by TFC (which I disliked greatly) never gave Q3F a chance, really. That game was great, but the devteam turned into SplashDamage and abandoned their game. Curse them.
     
  4. TotalMark

    TotalMark L6: Sharp Member

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    Damn... That's all I got to say about that, just damn...
    :w00t:
     
  5. Snipergen

    Snipergen L13: Stunning Member

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    Nice vile, but, why cant you make the blue base look like this:
    You cant hurt anyone with it and only do better!

    [​IMG]
     
  6. Vilepickle

    Vilepickle L7: Fancy Member

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    I'm going for a high-tech-facility look with blue and red rather than traditional farm atmosphere. I've tweaked the top a good amount since the shot and I think it fills out better now.
     
  7. MangyCarface

    aa MangyCarface Mapper

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    God, how are you so fast AND thorough with all your beautiful maps... I want to play this already. Just awesome.
     
  8. phatal

    phatal L6: Sharp Member

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    Interesting choice of textures. I assume 80% of those are custom. It doesn't look anything like what you would see in tf2 currently.

    I think Vile is actually 8 people. No way 1 person can make such visually appealing maps. It has to be 8, because that's a power of 2. :D
     
  9. Vilepickle

    Vilepickle L7: Fancy Member

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    I hope you're not thinking the original ETF shots are of MY TF2 version :p
    There are really no custom textures yet. I have a hallway though that I'd love to have various different posters on the spots which are perfect for them, though.

    The Stag logo will be custom, as it's from ETF, but no real textures are custom, just overlays.
     
  10. drp

    aa drp

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    wouldnt expect any less from vp
    looks great man.
     
  11. Vilepickle

    Vilepickle L7: Fancy Member

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  12. Shmitz

    aa Shmitz Old Hat

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    I know this is just a nitpick, but it seems too much a bright and sunny day for those upper spotlights to be visible; there wouldn't be enough dust or fog for them to refract properly. The lower ones I could believe are shining into a more dusty area, but the upper ones seem out of place to me. Maybe replace them with a glow?
     
  13. Vilepickle

    Vilepickle L7: Fancy Member

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    That's a good point. What entity is a good one to use for glowing effects? I haven't used one in a while.
     
  14. Shmitz

    aa Shmitz Old Hat

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    env_sprite with a light_glow material, or env_lightglow would work
     
  15. MangyCarface

    aa MangyCarface Mapper

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    env_lightglow is what Valve's been using as of late in TF2 maps
     
  16. Noggin

    Noggin L5: Dapper Member

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    Yeah its all kind of grey/blue/washed out looking... needs some dramatic lighting!
     
  17. Vilepickle

    Vilepickle L7: Fancy Member

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    I assume someone's changing the forum right now since I couldn't find my post. I've got a shot of the last CP, which used to be the flagroom.

    http://vilepickle.com/pics/stag/stag-fr.jpg

    Still needs a lot of tweaking, but it's getting there.
     
  18. ryodoan

    ryodoan Resident Bum

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    That looks amazing, as always, I can not wait to see this thing finished.
     
  19. Vilepickle

    Vilepickle L7: Fancy Member

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    New shots 3/21:

    I'm looking for any suggestions with the rafters visually. I like the concept of cables holding it up (which are strained), but i cant really decide what to texture the bottom/top. Should it be more of the dark trim? maybe use a light trim? I don't really want solid color.

    http://vilepickle.com/pics/stag/stag-front3.jpg - Front, slightly updated
    http://vilepickle.com/pics/stag/stag-rafters-wip.jpg (to show the bottom clearly, would like suggestion on what to texture it maybe)
    http://vilepickle.com/pics/stag/stag-rr.jpg - Ramproom area (CP4)
    http://vilepickle.com/pics/stag/stag-underground-wip.jpg - Side path to CP4 or 5, still needs some detail with the ramp I feel.
    http://vilepickle.com/pics/stag/stag-underground2-wip.jpg - Side path, further down and from the other side
    http://vilepickle.com/pics/stag/stag-fr2.jpg - CP5 from another view, some stuff tweaked
     
  20. ryodoan

    ryodoan Resident Bum

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