ctf_truss preview - video!

Discussion in 'WIP (Work in Progress)' started by hacky, Dec 13, 2007.

  1. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    [WIP] ctf_truss - playtest map, video, screenshots

    CTF_TRUSS CURRENT STATUS:
    Last Updated: 1/20/2008

    Current version - Alpha 5: http://tf2maps.net/downloads.php?do=file&id=112
    Latest video preview - Alpha 5: http://www.youtube.com/watch?v=TFYK5LcZCFI


    ---

    My current project, and first TF2 map, is a capture-the-intelligence map called ctf_truss. Since I'm not done with all the texture and lighting detail, I'm foregoing the high res screens for a video! You can get a feel for the layout more easily than in screenshots:

    http://www.youtube.com/watch?v=9MAqmSAqZTI

    If a picture is worth a thousand words, then a video must be...

    Anyways, the layout is mostly finished, but I'm still open to all comments and criticisms. There's still a lot I need to do (like finish red's base so I can mirror it and make blu's base), but I hope the finished product becomes a great map for everyone to enjo--er, blow each other to bits on.


    Update 12/16: Playtest version of the map is up! http://tf2maps.net/downloads.php?do=file&id=41
     
    Last edited: Jan 21, 2008
  2. drp

    aa drp

    Messages:
    2,251
    Positive Ratings:
    2,551
    im at work, got any screenshots? :fingersx:
     
  3. Intraman

    Intraman L4: Comfortable Member

    Messages:
    191
    Positive Ratings:
    0
    Wow.. that map looks very large and kinda confusing, but also really fun. Can't wait to see the finnished map.
     
  4. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    All right, you win. Screenshots.

    [​IMG]
    Rear of the Red base. Spawn building to the left, intelligence building to the right.

    [​IMG]
    Intel room. 2nd floor basement of the intelligence building.


    [​IMG]
    Pool area.


    [​IMG]
    Center bridge, River area.
     
  5. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    More screenshots:

    [​IMG]
    The Red base from another vantage point.

    [​IMG]
    Central building. This connects to the bridge, and is the only way for most classes to get out of the river area. (Scout can double jump to the sewer entrance, also pictured; Soldier/Demo can rocket/sticky jump around)

    [​IMG]
    Tunnel areas. A small series of tunnels connects the respawn building and flag building underground.

    [​IMG]
    Respawn room, first floor.
     
  6. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    dont make paths or holes where you have to croutch, it makes the game slower.

    Apart from that, it looks huge, and the detail is better than the most custom maps but not optimal yet. I see you make some little mistakes but i cant take screenshots from the video, so im gonna wait for your beta :)
     
  7. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0

    For the two places on the map that require crouching, I'm intending them to not be main paths at all, especially for the one above the boxes. They're more there for side access. Do you think forcing a crouch for those holes even with this intention is too much?

    And I'm open to all suggestions sooner, as I'm nowhere near releasing a public beta version (playtest version is coming first, if you want to look at that). If you can describe the area where you see it (and I'm guessing it's something fairly big if you can see it in that low-res youtube video), I'll definitely look at it.
     
  8. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    ill try tomorrow, im almost going to bed now, just want to say your map is definaitely going the right way i think
     
  9. Buster Charlie

    Buster Charlie Guest

    Positive Ratings:
    0
    if you make someone crouch through a long area they are dead men walking. Even side ways should give you a fighting chance. If a sniper camps a 'crouch only area' then you're dead meat.
     
  10. Intraman

    Intraman L4: Comfortable Member

    Messages:
    191
    Positive Ratings:
    0
    Well from the looks of it the crouch through areas exits are holes in the ceilings so I don't think you'd have to worry about camping snipers.
     
  11. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    If a sniper is guarding either of the crouch holes, then they're not being very useful snipers. There are far better places for them to be. :p

    A little detail on both of the crouch holes:
    - One passage between the sewer pipe and the spawn building basement requires crouching at the end. That end is hidden by props, more for use by spies or others wanting to sneak into the spawn building unnoticed.
    - The other passage is a hole into the first basement floor of the flag building from underground. (pictured in one of the screenshots above) A sniper could cover this, but he could be attacked from the above floor (ground level) or someone coming in the side entrance. Either way, a sentry gun would cover it better, in which case a demoman could use that hole for grenades.

    The vent from the spawn area doesn't require crouching.
     
    Last edited: Dec 13, 2007
  12. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    A few more screenshots for your perusal. I'm working on finishing the red side of the map so I can mirror it for blue, then I'll release a playtest version for you guys to run around in.

    [​IMG]
    Intelligence building, 1st basement floor. This is level with the underground tunnels and the spawn building basement. The intel is under this floor.

    [​IMG]
    Spawn building, 2nd floor. This is an intended sniper point, directly connected to the spawn room. From here, one can cover a large part of the red base and the bridge, but there are plenty of blinds spots and props/fences for cover (at least, that's the plan).

    [​IMG]
    There's actually health and ammo in the middle of the stack of pipes, but it's a risky place to get into and out of. In the background is the upper catwalk and upper sniper station. This spot can cover the bridge and the front of both bases.

    [​IMG]
    Center building, 2nd floor. Players wanting to exit the river area will most likely come up through here.
     
  13. lerlerson

    lerlerson L2: Junior Member

    Messages:
    75
    Positive Ratings:
    7
    Looks really great, I like it. There was one part near the bridge where you walked across an little path near the bridge with a bunch of barriers to the left and right of the paths... I'm sure you know what I mean, those barriers are annoying, replace 'em with fences?

    Either way, looks pretty awesome.
     
  14. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    Playtest version of the map is up! You can find it here: http://tf2maps.net/downloads.php?do=file&id=41

    Anything at all you can say to help me improve the map, please do so. I'm all ears. More screenshots:

    [​IMG]
    The blue base! Outside the intel building.


    [​IMG]
    More blue base: Outside the spawn building.


    [​IMG]
    Blue base, spawn building basement.
     
  15. lerlerson

    lerlerson L2: Junior Member

    Messages:
    75
    Positive Ratings:
    7
    Alright, first impressions time:

    Wow, awesome map. It can be very confusing (ran around the map for ten minutes by myself, still don't know my way around) but it looks like it'll actually require a Team Effort to get the job done. I do, however, have some suggestions:

    3D Skybox. There are parts where I can look over the fence and see the bottomless sky, and it looks bad. The wall and fence should be changed somewhat too, to allow the viewing of the Skybox. This is important.

    The Intelligence building, behind it put a... something that an Engineer can build a dispenser on, jump on, and jump and build a teleporter on top of the Intel building. Means that not only Spys can take out Sentries.

    Either way, this looks like it's gonna be really fun! But the water looks weird.
     
  16. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    From playtesting, these are some things that will be changing before alpha 2 can be released:
    - Greatly reducing playable area: Pool areas, central building, sewers are being cut off. The path behind the intel building and that ledge will be cut off up to the spawn building.
    - The fence that separates the front of the spawn building from the back will be moved to allow movement along the side of the building.
    - The ramp and ledge behind the spawn building will be extended to the entire back of the building.
    - The water will kill on contact. There will no longer be any way to leave the river, and there will be signs and guardrails to convey the message that the water is dangerous.
    - A lot of the rooms will be more open with less blocking props.
    - The crouch hole into the intel building basement will become a proper door.
    - Respawn room is being rearranged, all spawn points will now be facing an outside exit. A door is also being added from the spawn room to outside the front of the spawn building.
    - Many, many arrows will be added to assist players in learning the map quickly.

    Things to do before final release, not in high priority for alpha 2:
    - 3D skybox :)
    - Improve overall lighting
     
    Last edited: Dec 18, 2007
  17. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    Finally updating to version Alpha 2!

    The first playtest version was not fun to play at all. The map really was too big, and half the people got lost due to the way I had arranged spawns and the doors. With this in mind, I'm hoping that the flow has greatly improved in this version of the map.

    You can download the map here:
    http://mdsconsulting.biz/hacky/ctf_truss_a2.bsp

    And of course, you can see the new preview video here:
    http://www.youtube.com/watch?v=JpeDJbQRtoI

    Major changes from the playtest version:
    - Center building, sewers, pool areas have been removed.
    - The river is now made of deadly sludge. Mind the signs.
    - Respawn room rearranged, both floor's main doors lead outside now.
    - Basement Floor 1 of the intel building has been redone, it's not nearly as cramped with props as before.
    - That silly crouch hole underground is now a proper door.
    - All lighting replaced.
    - Basic 3d skybox added. Will refine it in the future so it doesn't look like I made it in 30 seconds.

    Screenshots highlighting new things:

    [​IMG]
    Those ugly pipes in the middle of the bridge have been replaced by a tollbooth. A medkit and ammo kit are inside.

    [​IMG]
    Rear of red base. The pool area has been removed, the entire remaining area is more enclosed.

    [​IMG]
    Front of blue base. The new respawn room door leads directly to the outside.
     
    Last edited: Jan 2, 2008
  18. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    If any of you can run around the map for a bit and give me feedback, I'd greatly appreciate it. It's kinda lonely with me just posting screenshots. But anyways...

    Playtesting on Alpha 2 has a lot more positive feedback. I'm going to release Alpha 3 with some more layout changes, focusing on the intel rooms and underground areas, as well as implementing some changes for gameplay reasons. The screenshots below show some of the changes made based on feedback during playtesting, but other things I plan to do are as follows:
    - Light up dark corners.
    - Convert the tape reel room into something better.
    - Connect the conference room directly into the intel room. This will reduce the amount of "underground tunnel" area by about half.
    - Make the water non-toxic again, provide a way out.
    - Add more mid/large health and ammo around the map.
    - Remove extraneous blocking props (i.e. too many rocks)
    - Add more cubemaps.
    - Improve skybox and surrounding terrain.

    As always, looking forward to hearing feedback from everyone.


    [​IMG]
    Lights are being added to all the very dark corners.

    [​IMG]
    Tape reel room was deemed unpopular, converted into a catwalk above the intel room.

    [​IMG]
    The water has been cleaned up--it's no longer toxic. A new set of catwalks for those who fall into the water.
     
  19. hacky

    hacky L2: Junior Member

    Messages:
    83
    Positive Ratings:
    0
    Quick update: Alpha 3 is released: http://tf2maps.net/downloads.php?do=file&id=82

    Besides most of the above changes, more arrows and directional signs have been added. I think for the most part the layout is finalized, and I can move on to beta stage: detailing the map further in preparation for release. But I still have to run Alpha 3 through testing.
     
  20. Intraman

    Intraman L4: Comfortable Member

    Messages:
    191
    Positive Ratings:
    0
    I have to say, the catwalk looks alittle weird with those stairs. Perhaps instead of the catwalk you could just have an belcony-like area.