CTF_HallOfGiants

Discussion in 'WIP (Work in Progress)' started by Diddly, Nov 23, 2007.

  1. Diddly

    Diddly L1: Registered

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    Hi,

    I am creating a CTF map based on the UT map "Hall of Giants" called CTF_HallOfGiants (duh). It's not an accurate port by any means, but I hope it'll play well. It's very nearly finished BTW. Here are some screenshots.

    [​IMG] [​IMG] [​IMG] [​IMG]
     
    Last edited: Nov 23, 2007
  2. Snipergen

    Snipergen L13: Stunning Member

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    yeahhhh sorry to say this but it would not work in tf2 if its a ported ut map.

    and it doesnt look good at all. Too much textures that tile, break it with some details.
     
    Last edited: Nov 23, 2007
  3. Diddly

    Diddly L1: Registered

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    thanx for the constructive criticism ;-) Will try different textures for column elements.
     
  4. gnat

    gnat Guest

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    as stated above, the textures tile a bit too much, if you break up some of the walls with detail brushes and overlays it will help immensely. also, dont underestimste the power of lighting, you can really add a lot to plain areas with dramatic lighting and shadows.

    the scafolding-like structures might be a little weird too in game play, as they don't seem substantial enough to withstand repeated abuse from rockets, grenades etc. sometimes things like this can't be helped, but something to think about, as those sorts of things can mess with the suspension of disbelief for your players.

    to Snipergen, your first comment makes very little sense. just because the layout was designed for another game, it doesn't mean it wouldn't work for TF2. it may have issues, but then again so will any map, designed from scratch or not. the important thing is to be flexible in design and try to get some game test feedback in order to see what works and what doesn't.

    try and be less subjective in your comments, and a little bit more friendly in your tone. as it is now, I'm at the point where I basically skip reading when i see one of your posts.
     
    Last edited by a moderator: Nov 23, 2007
  5. Dox

    Dox L8: Fancy Shmancy Member

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    True he could use a little more tact, but he is still providing constructive criticism and not attacking people.
     
  6. Diddly

    Diddly L1: Registered

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    again thanx for the comments! Originally, the map didn't have the supporting wooden posts, but I added them to make the whole structure more realistic. I think such large unsupported wooden structures impossible in reality. Consider 2Fort - that has wooden posts under the bridge. I could make the wooden posts thicker, if that helps make them look more realistic.

    If the maps had destructible elements I'd be more worried, but since everyone knows they're not no-one really worries ingame about this stuff not being realistic ;-) (unless you're an incredibly incredibly anal person). At the end of the day it's how well it plays that counts and boy I hope mine'll be ok?!
     
  7. Solfur

    Solfur L1: Registered

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    In ut this was such a shitty map :p I wonder if it plays better in tf2.
     
  8. Diddly

    Diddly L1: Registered

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    It was one of my faves, but admittedly I've never played it online :blushing:

    EDIT: not quite true, I've played against one human player on it with bots on both sides to make up the numbers.
     
  9. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Having never played UT, I can't vouch for how well a port would work. I think the architecture looks good so far, but you definitely need more details. You should spread out the brick textures, and try using different ones for each level. Still, I think this map has a lot of promise. Keep up the good work!
     
  10. Diddly

    Diddly L1: Registered

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    thanx, yeah i know it needs some work. I've since changed the columns to match team colours to break up the wall tiling.
     
  11. Diddly

    Diddly L1: Registered

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  12. MacNetron

    MacNetron L5: Dapper Member

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    would be interesting to make an one way teleport to represent the original tube "teleport"/"moving thingy" (if you played the UT map, you know what I mean). In that case you might have a method to make sure snipers get attacked too by non-snipers. (basically you will "teleport" behind them at the cap point)
     
  13. Diddly

    Diddly L1: Registered

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    I know what you mean. If there were teleports at the end points of the conveyors, that took you to platforms above and behind the intel areas. that would be reminiscient of the original map. HoG was a low grav map though. so falling didn't matter ;-) I'll have a think.