CTF_4bridge

Discussion in 'WIP (Work in Progress)' started by Inqwel, Jun 9, 2008.

  1. Inqwel

    Inqwel L6: Sharp Member

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    [WIP] Arena/CTF Purgatory Chasm

    Salutations. I am new to the forum.



    Obviously, as anyone can tell by the pictures alone that "this is my first hammer map". Which may or may not be true. It certainly is the first one I made that I actually wanted to post. I've been trying to make other team fortress maps before (and a portal map) and haven't come up with a reasonable one that I liked yet. Something about getting zealous with detail rather than design.

    ==================================================================================================

    Alpha V-01:

    This map is based of as much as I could remember (from memory) about the Perfect Dark (N64 version) multiplayer levels "Grid" and "G5". Though, its not an accurate redesign, and on top of it, it is only 1/2 of each of those maps squished together.

    01. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge01.jpg
    02. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge02.jpg
    03. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge03.jpg
    04. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge04.jpg

    Still need to do:
    - I plan to detail this out much more than it is (I hate orange maps for obvious reasons).
    - I know right now the bridges seems like a sniper-fest at the moment (but I think the interiors of this complex suit balance it out).
    - There will be a skybox...
    - And Certainly wall displacement at some point.
    - There are no lights at the moment.
    - Three stair cases need to be adjusted a little.
    - The broken bridge needs to be a little longer. Scouts can't make it (or at least I can't).

    ==================================================================================================

    Alpha V-02:

    I've finalized the layout of the map. Although, I haven't gone into details of all the areas just yet, I do have screen shots of blue's main area for battle. Minus a majority of props.

    05. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge05.jpg
    06. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge06.jpg
    07. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge07.jpg
    08. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge08.jpg
    09. http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge09.jpg
    10.http://img.photobucket.com/albums/v13/The_Mortician/HAMMER/CTF_4bridge10.jpg


    Still need to do:
    - Spawn room and Resupply.
    - Lighting
    - Redesigning of Red's area.
    - Skybox

    ==================================================================================================

    Alpha V-03:

    After becoming engrossedly unhappy with the layout of the map, mostly over the size and the designs of the building thus far (picture 11 of a failed re-design) , I've decided to scrap 85% of the map. Over the effort of two weekends, I am somewhat ready to present only hammer pictures of the new work in progress of this map.


    The new map consists of a simular theme to the map, instead modeled around a recent hiking trip in Massachusetts. I've decided I wanted a duel function of this map and wanted a more suited Arena Mode out of it.

    The layout consists of 4 main areas of the map. The Team's court yard being the first, and the other two around the overlapping of multiple trails on one side. I don't consider the chasm to be a main arena but more like a hallway where fighters meet, I attempted to keep this short between each area.


    From the First Weekend:

    12.
    [​IMG]

    A shot of a WIP progress on the Red Courtyard.
    The wooden building in the distances is the spawn.
    The brick building would be the entrances to the Intel Room.

    13.
    [​IMG]

    Like the last map design, there are bridges over a chasm. In this case, this WIP picture shows only 4. However, the later version of map is working towards 6 bridges now. The single log bridge has been replaced with a easier to manage two log bridge with planks, as the only Bridge you should worry about crossing in this map is the lower middle bridge (it being where the health pack is for Arena Mode).



    From the Second Weekend:

    14.
    [​IMG]

    Here's the main delivery entrance for Red Team. What's missing is the customized delivery logo that should be on the wall soon enough. The door in the right corner leads to the red courtyard (#12 and #15). Although not pictured is what leads behind it (#16's covered bridge).

    15.
    [​IMG]

    Here's a picture exactly similar to #12's WIP. Although there isn't much to add to new additions, The only thing I can note is that the quickest trip over the gorge (the jumping bridge) is located towards the bottom of the picture. The barriers should offer enough protection against snipers for the team until someone can get out there from the above bridge.

    15.
    [​IMG]

    Here is a Hammer preview of one of the colliding trails on Red's side. The covered bridge, the 2fort one, from picture #13 was replaced with a more custom covered bridge that offered more coverage from the Chasm (I will have a new WIP on that portion of the map once I fix out the layout of some of the cliff-rocks.

    There's no lighting and all the blue buildings need to be updated for a more Blu Industry/Cold Metal sort of look. I also have to implement area portals (which is why there is no ingame renders as of yet).


    As for the Arena vs CTF modes, the designs change easily.

    In CTF, the brick building as seen in #12 and #15, have two safe doors. In Arena Mode, they are closed off, covered by props that would be in the room. In CTF, they'd open to a room that looks very similar to the early Intel rooms. In CTF mode, one of the doors to the brick building outside the intel room would also be one way (but there is an alternate entrance if you go around the corner). Its there to prevent a quick scout rush by only forcing the player go to go around a corner (back into the enemy team's court yard).

    In Arena mode, the capture zone is actually in a high part of the chasm, the higher part of the train bridge seen in picture #13. At the moment I haven't decided how to exactly have it covered just yet (I'll get around to showing a WIP picture of that area, once I fix the chasm parts yet.

    As for the name, I may call the map "purgatory" named after the chasm hike that inspired it.
     
    Last edited: Sep 25, 2008
  2. drp

    aa drp

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    Hey! Welcome to the forums.
    What would happen if a player falls off a bridge? Death? Teleport?
    Are you planning in sticking with the original briefcase model?
     
  3. Inqwel

    Inqwel L6: Sharp Member

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    Thanks.
    As for the briefcase, I take the hint that someone made custom briefcases?

    You've inadvertently given me an idea I could implement...
     
  4. Sgt Frag

    Sgt Frag L14: Epic Member

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    Looks like it could be a pretty cool layout.

    The bridges would deffinately give it a unique fell, and if done right could be very cool.
    It's such an early stage so it's hard to tell where it will go.

    My ideas on how it could be very cool.
    Make the bridges covered glass (I saw you said they'd be covered), spytech like. Like the lower tunnel on the 'convoy' map. So you could see players going through them, of course that means you'd need some good hiding spot/cover on each side so players weren't just running to their deaths.

    Maybe have a vent that comes out above onbe so you could run across the top of it, maybe have a hole in middle so players could get in/rocket out halfway.

    Make one Bridge at least twice as wide, with boxes and stuff to hide behind on either side so players can move thru tunnel a little at a time. Straight long shots like that could end up being brutal.

    Maybe make the 'sniper roost' look like a future bridge/construction zone.

    Make the broken bridge the same covered glass as rest but have it broken in half, just matching style. Maybe cracks in rocks so it looks like it broke due to earthquake.

    I don't have ideas about the rest, I just saw that first pic and got a good visual.

    Looking foward to see where you go with it.

    Oh yeah, maybe have random open windows on the bridges so snipers could get careless players running thru, but not so many players don't have a chance. I'd almost say only one uncovered bridge plus broken one max so snipers don't punish everyone.
     
  5. Géza!

    Géza! L4: Comfortable Member

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    And add some support beams under the bridges, because now they look odd... Otherwise good idea!
     
  6. Earl

    Earl L6: Sharp Member

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    Lets see some displacement on the rock walls!
     
  7. Inqwel

    Inqwel L6: Sharp Member

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    First Post has been updated with new info and screen shots.
     
    Last edited: Sep 19, 2008
  8. MangyCarface

    aa MangyCarface Mapper

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    Looking good, but you're relying way too much on trim to make your buildings look good. Try not to fall into this trap. Go back into tf2 and look at some of the level geometry and then try to apply some of those ideas.
     
  9. Inqwel

    Inqwel L6: Sharp Member

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    I've done minimalist detailing as can be until all layout and design issues were approached for the main area. I'm not intending to keep the trims for all the buildings, but I will go back and pimp them out (TF2 STYLE) later. However, and not excusing myself here, the trims on the outside of the builds were based on the references for the designs for blue's spawn areas.

    [​IMG]

    Yes, if you can't tell, they are ski lodges. However, I haven't found nor know how to make a feasible snow textures that looks rather TF2 styled in order to cover in snow.

    Don't know where blue spawn #2's reference is. Must be on the another computer across town...
     
  10. Voztron

    Voztron L2: Junior Member

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    Wow its a good effort for a newbie hammer user. I would really like to see this with the correct lighting. Full bright doesn't provide a good indication of what the map will look like, it also drives me crazy :)
     
  11. oxy

    oxy L5: Dapper Member

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    This actually looks like it could be quite fun to play. Keep up the work. Looking forward to playtesting.
     
  12. Inqwel

    Inqwel L6: Sharp Member

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    First Post has been updated with new screen shots and info.
     
    Last edited: Sep 19, 2008