ctf_deep

Discussion in 'WIP (Work in Progress)' started by 3Dnj, Dec 22, 2008.

  1. 3Dnj

    aa 3Dnj Ducks

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    :p

    I want to show you a wip which I began there is 1 years but after three version, I still do not know if I would finish it one day his name is ctf_deep because it sets up in a submarien base. I only made the blue part at this time.

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  2. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    lol'd at the time clocks :)
    I'm afraid the first few pictures are to dark to recognise someones team collor.
    But i guess you can't really tell it unless you play it.
     
  3. laghlagh

    laghlagh L6: Sharp Member

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    Amazing, especially those first pictures. I don't think they're too dark.
     
  4. YM

    aa YM LVL100 YM

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    Bah I really need to check out all the other new posts when I sign in before I reply to intros...
    Looks good man, I especially love the deep spytechy theme, theres no where near enough of that in maps.
    The first few look a tiny bit dark for TF2 (they look amazing and would be great for a single player) Its really important that players are well lit so they can tell team colours and outlines apart.
    Please make the red base and release it!
     
  5. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    Dear lord, this is an incredibly sexy looking map! O_O

    Those first two shots were just breathtaking, I absolutely cannot WAIT to see the finished version & the red base... The style you've created is beautiful, I love the darkness especially! I really hope that darkness pans out for you and proves to be alright, because my one worry there is maybe it will be too dark to distinguish people's outlines against the dark walls at times.

    <3 & keep it up! ^_^
     
  6. Sgt Frag

    Sgt Frag L14: Epic Member

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    Yeah I agree, it looks really cool.

    Doesn't look too dark to me but it's always hard to tell with screenshots. Could be your gamma, my gamma, etc...
    But everyone is right, make sure it's got enough light to see players easy.

    I think you should finish it, I'd love to see some glass tube walkways between bases. Much like the first shots but maybe more open with a pitch black ocean out there. Maybe someone could animate some fish to swim by the glass.
    And you've obviously put alot into it and the details. Finish:)

    You could even have water dripping in at tunnel seams :)

    I'd suggest NOT having a door on the intel room though. That could get ugly running through a door into a heavy or sentry and no way to tell until it happens.
     
  7. laghlagh

    laghlagh L6: Sharp Member

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    The only thing don't really fitting is the soda machine with a realistsic texture.
     
  8. drp

    aa drp

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    looking good.
    wont be suitable to rocket jumping soldiers like me tho. ;)


    "i dont walk, i rocket jump"
     
  9. 3Dnj

    aa 3Dnj Ducks

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    Thanks for comment :love:

    Yes many part of the base are not for scout, soldier and demo jump and that was a problem.

    The gameplay will be based on a multitude of way offered between the middle and the intelligence, bringing back all on two clash zone.

    In fact the whole is really big this will really be a ctf for 32 players, It's much like a ctf_Impact than a ctf_turbine.

    Otherwise this screens are old and it in the truth which I changed rather well of thing since as the distributor with a texture tf2 and lighting of sub halls

    Underwater tubes? :thumbup:
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    I hope that my English is not too disastrous :crying:
     
  10. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    Not disastrous at all! Haha I think you should make at least one part of the map, maybe above the "center area" if there is one, that is above sea level and has an array of antennas and things like that. You could show the view of the sea, like someone said above perhaps very dark, with a submarine docked in the distance.

    Also I agree with the above that the one vending machine doesn't fit TF2 very well... isn't that skin from HL2 or CS:S or something?
     
  11. Spartacus

    Spartacus L1: Registered

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    Bioshock, anyone?

    It's beautiful, I hope to be playing this soon.
     
  12. Noggin

    Noggin L5: Dapper Member

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    Wow. Its Spytech but fresh, great to get away from another desert map.

    Looking forward to this!
     
  13. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    I'm very impressed with this!

    At some point, I was trying to make a very similar themed map myself, but could not get TF2's limited textures to work for me. You seem to have got exactly what I was trying to achieve in those first two screenshots.

    What you need are plenty of big windowed tunnels as already mentioned, possibly some sea creatures swimming about outside if you can get them modelled. But most importantly, it just needs to look realistic outside.

    The only negative thing I've got to say is how you've got TFC's red team logo (skull) in the BLU base.
     
  14. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Mm, very pretty indeed, though as already stated, it needs more lighting in the first few ss's. I imagine some lights in the floor would look nice and do the trick for you.
     
  15. toutfou

    toutfou L3: Member

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    You're onto something really unique here, I like it :) I'd like to see if you can make the lighting work as that's one extra element where it differs itself.

    As for finishing the map, I hope you do - a year is a long time on a personal project, if you give up now it'll all have been for nothing :) Keep with it, push through the boring times to get to the good! ;)
     
  16. Noggin

    Noggin L5: Dapper Member

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    Wheres that alpha/beta download? :)
     
  17. 3Dnj

    aa 3Dnj Ducks

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    whoaw, many comments during holidays :p

    I'll take some time too finish it and I'll come back for any help, thanks :p
     
  18. Spike

    Spike L10: Glamorous Member

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    Reminds me to Unreal Tournament.

    Good work
     
  19. Noggin

    Noggin L5: Dapper Member

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    Progress update?
     
  20. roninmodern

    roninmodern L3: Member

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    I've always wanted to do a map themed like this but ran into a few issues with the engine - not being able to look sideways into water being the biggest one.

    How do you plan on doing that?