CTF Haven

Discussion in 'Map Factory' started by Radishes, Jun 6, 2010.

  1. Radishes

    Radishes L1: Registered

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    Hello children. Been chipping away at a map for a computer graphics project for a few days now. It has actually been for a few weeks, on and off, but the first two designs just didn't work. This is why you may see some areas that are a bit detailed for a pre-alpha, as they have been copied from other little tests.

    As I said in my introduction, I've been mapping a while but just not very much in TF2, which is why I'm here :D

    Anyway, CTF_Haven's story goes like this:
    Haven Gulch is a ravine with a tranquil waterhole at its heart. Despite this serene setting, the location proved tactically perfect - high up in the cliffs and nigh undetectable - but the corporations caught wind of this news. And so they moved in, building from opposite ends of the canyon, oblivious to the presence of the others. When they met in the middle, at the waterhole, the workers managed to get along until...
    One day, each faction discovered the intention of the other and realised they were both in it for the same purpose, and so the mercenaries were sent in to fight tooth and nail for what the enemy had discovered and now kept in their base.
    Blood will be spilt in Haven Gulch.


    Red basement so far:
    [​IMG][​IMG][​IMG][​IMG]
    Please note I worked from the intel out, combining it with a rough map layout, and red is all I have done so far (will mirror and retexture).

    Rough layout shots:
    [​IMG][​IMG][​IMG]

    This will be the middle of the map. You can get a rough idea of what it's going to be like:
    [​IMG]
    [​IMG]

    Map ends there, but here is a quick aerial view:
    [​IMG]

    Pic from above this is of the textured one of the buildings in the middle, over the waterhole. Going right, there is the red courtyard (a little dusty cliffish bit to break up sentry defense) and this will be surrounded by cliffs and battlements, rather than have the battlements on the front of the base. I'll try to balance this by making a path through the cliffs to the battlements for enemies.
    Underneath you can see the base and intel room.

    Anyway!
    Thoughts, comments, suggestions, advice and criticism (either constructive or otherwise) are greatly appreciated! You won't hurt my feelings :D

    Thanks children.

    Edit: There is a mine entrance in one of the buildings that leads to the spawn. You can see the vault door to this mine in one of the pics but I'll post it later. And yeah, I know it's not cubemapped yet :\
     
    Last edited: Jun 6, 2010
  2. Passerby

    Passerby L2: Junior Member

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    it's a start so just keep working away at it,

    you should focus on gameplay and get it playable first to test than detail later.

    and note that you posted this in the wrong forums section it should be in the maps section
     
  3. Radishes

    Radishes L1: Registered

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    I thought maps was for releases only? Sorry :\ I was only asking for advice.

    Is there someone that can move it? :(
     
  4. Engineer

    aa Engineer

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    Just wait for an admin, and he will move your topic.
     
  5. Passerby

    Passerby L2: Junior Member

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    it's for release development and just advise.

    the new screen shots are looking good i would mind being able to take a run through and see it in game.
     
  6. Mick-a-nator

    aa Mick-a-nator

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    Would like to see this tested some time, looks good. One thing, already a map named cp_heaven. I know this is haven but the 2 might get confusing.
     
  7. Grim Tuesday

    aa Grim Tuesday

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    c-c-c-c-cubemaps!
     
  8. Prestige

    aa Prestige im not gay anymore

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    I think it is perfectly different enough.
     
  9. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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  10. Radishes

    Radishes L1: Registered

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    "And yeah, I know it's not cubemapped yet :\"

    I said that haha. I'd rather do it when the layout is complete.

    About the title, it was actually originally "gulch" but that was taken. I made sure Haven wasn't :3

    I'll try get a playable version in the next few days.