CTF_Warehouse 0.7 Alpha

Discussion in 'Maps' started by morganimal, May 16, 2008.

  1. morganimal

    morganimal L1: Registered

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    CTF_Warehouse 0.7 Alpha

    This is a smaller map designed for 16 players max, the idea is to have the player engaged at all times. To do this I made the map three dimensional, red fights up blue fights down. The Intel rooms are locked, capture the CP to open and close the gates. Alternative routes to the intel exist, so watch your back.

    My first map is laid out and the flags doors and capture points are working. Now I am in cleanup mode, but before I begin I need your help. This is my first map, and I think I made every mistake possible during it's development. Now that the map is mostly complete I am going back to the tutorials and realizing that I did many things the hard way. I need experienced eyes to tell me where to go from here and whether my ideas have merit.

    This is a smaller map designed for 16 players max, the idea is to have the player engaged at all times. To do this I made the map three dimensional, red fights up blue fights down. The Intel rooms are locked, capture the CP to open and close the gates.

    Things to do:

    1. Strip and replace textures for compatibility compliance.

    2. Fix the lighting so that the gradient is less sharp.

    3. Change the rock wall so it looks like a mining face.

    4. Attach supports to the floating structural members.

    5. Make liberal use of the no build brush.

    6. Fix orphan brushes and find candidates for the funk_detail battalion.

    Just fixing the first problem is going to take a while, what I really need right now are play testers. Thank you for looking.