ctf_lockdown

Discussion in 'WIP (Work in Progress)' started by Giver, Jan 1, 2009.

  1. Giver

    Giver L1: Registered

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    http://www.fpsbanana.com/maps/74795
    Ctf_Lockdown is a red vs. blue style ctf map with a twist. There is a control point in the middle which provides easier access to the enemy's intelligence (it causes a bridge to cross a large gap in front of their base) In b4a I'm focusing more on function and playability more than looks. I'm still changing around thoughts for some looks, but I definitely want to make sure the concept works (before I spend countless hours on looks) I would also appreciate it if it could be tested on a map testing day!

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  2. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Looks interesting, I know you said your not big into looks right now, but just pointing this out. In the screenshot above, I see 3 'light' entities you placed near the roof, I'm pretty sure you can achieve the same effect with only having 1 put in the middle of the room away from all the wall so you don't see those "spots" on the ceilings/walls/floors.
     
  3. Giver

    Giver L1: Registered

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    Actually I was planning on placing some lighting fixtures up there instead.
     
  4. ProfFiendish

    ProfFiendish L2: Junior Member

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    Gah! Everyone keeps stealing my good ideas! :p

    See if there's some way you can put a control point HUD on top of the ctf HUD that would display the status of the middle point. It would be helpful for players to know (especially the defending team) if they can bound across their bridge or not.

    On a different note, get rid of the HL2 textures! :)
     
  5. Shadow Monkey

    Shadow Monkey Super Monkey

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    It looks cool, but I hate the HL2 Textures! Otherwise a great idea/map :)
     
  6. Giver

    Giver L1: Registered

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    Could you be more specific as to where?

    Also, I spent a few hours researching and looking into the HUD as to how to make the control point cap viewable. According to what I read, I would have to make a whole new game mod to do that. If you can find some better way to make it actually possible I would greatly appreciate it.
     
  7. Giver

    Giver L1: Registered

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    Okay guys I fixed the HL2 textures for the next version already. I'm also considering changing it from a desert look to that new lumberyard look. It would also be atop a large mesa which would look interesting. I'm just considering it for now, although I feel it would look nicer that way (I would basically make a few texture changes, displacements here and there, and a new skybox.)

    I'm also wondering if I should change the water. I like it the way it is, but some people think it's okay to keep jumping in the hole with no exit. Feedback?
     
  8. TMP

    aa TMP Abuser of Site Rules

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    I just thought of a system that would be VERY easy to implement.

    have a logic_case for who has the middle point, and output it to 1 of 3 game_text s. For one, have it red and say Red has middle cap. For blu, have it blu and say Blu has middle cap. For Neutral, have grey/white and say No one has middle cap.

    I can do all the ent work. Not really hard.
     
  9. Giver

    Giver L1: Registered

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    Oh, that along with the changing colors of all the control point signs would definitely be effective.
     
  10. Giver

    Giver L1: Registered

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    I worked on it quickly for about 10 minutes today experimenting with new looks. I decided to try the alpine look and rather liked it. Here's a what I ended up with (a basic idea of what it would look like)

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