Decker rc1

By Vig

  1. Vig

    Vig L2: Junior Member

    Messages:
    60
    Positive Ratings:
    58
    ctf_decker

    This is my take on 2Fort.

    The Blue Team suspects that the Red team has been poaching Blue Tuna in Blue Waters. The Red Team claims it's fishing Red Snapper in Red Waters. As a result the Blue team has docked its aircraft carrier at the Red Teams cannary to "investigate".

    Only one way to settle this... "History is written by the victors!"

    Latest Version:
    =============================
    ctf_decker_rc1 1st Release Candidate
    http://dl.dropbox.com/u/2336353/ctf_decker_rc1.zip
    [​IMG]
    =============================

    Previous Versions:
    =============================
    ctf_decker_b16 5th BETA RELEASE
    http://dl.getdropbox.com/u/1306131/ctf_decker_b16.rar
    [​IMG]
    =============================

    =============================
    ctf_decker_b14 4th BETA RELEASE
    http://dl.getdropbox.com/u/1306131/ctf_decker_b14.rar
    [​IMG]
    =============================

    =============================
    ctf_decker_b13a 3rd BETA RELEASE
    http://dl.getdropbox.com/u/1306131/ctf_decker_b13a.rar
    [​IMG]
    =============================

    =============================
    ctf_decker_b9 2nd BETA RELEASE
    http://files.getdropbox.com/u/1306131/ctf_Decker_b9.rar
    [​IMG]
    =============================

    =============================
    Ctf_Deckerb1 1st BETA RELEASE
    http://www.fpsbanana.com/maps/download/86135
    [​IMG]
    =============================


    More screenshots of older releases: http://www.vigville.com/wip/ctf_decker/
     
    Last edited: Jul 9, 2010
  2. BagOfChips

    BagOfChips L5: Dapper Member

    Messages:
    227
    Positive Ratings:
    17
  3. Vig

    Vig L2: Junior Member

    Messages:
    60
    Positive Ratings:
    58
    Oh hey look at that, ha! Well now its an official thread of its own, I'll keep posting the updates here until its done.
     
    • Thanks Thanks x 1
  4. captainAngry

    captainAngry L7: Fancy Member

    Messages:
    434
    Positive Ratings:
    247
    We run this map on our server. It didn't get a whole lot of play during out last play test but it seems like it has some potential.
    [​IMG]
     
  5. laghlagh

    laghlagh L6: Sharp Member

    Messages:
    391
    Positive Ratings:
    52
    Awesome! However, keep in mind when making new models that the model itself doesn't have to be that cartoony, just slightly simplified.
     
  6. wreckreation

    wreckreation L1: Registered

    Messages:
    1
    Positive Ratings:
    1
    F*cking brilliant. Two very different environments in one map, there's no mistaking where you are at any time, and it all hangs together logically (in the cartoon universe of TF2, that is).

    The anal retentive in me feels the need to point out that, in our universe, aircraft carriers don't carry big guns like that, but hey, maybe in the TF2 universe they do. Still f'ing brilliant.
     
  7. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    356
    Nice, I'm gonna rtv this one tonight until I getta play :)

    I agree, the models are a bit over the top cartoony for tf2, but they are awesome never the less.

    I remeber you from polycount Vig. haven't been there much lately myself but I remember when you made that robot avatar. It's pretty cool too.
     
  8. Vig

    Vig L2: Junior Member

    Messages:
    60
    Positive Ratings:
    58
    Thanks guys

    I'm in the process of reworking some of the hallways so they are a little less chaotic.

    Which props do you guys think are a bit too cartoony?
    The F4u and Moto-Tug where modeled off machines that where actually in service.
    The ship's funnel and bridge where inspired by this painting and the USS Oriskany.
    The sub was modeled off the 1950's version of the Alvin Sub.
     
  9. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    356
    Gotta play it last night, maybe 12v12.

    Was pretty fun, somewhat confusing at first. Took me awhile to realize I could jump down and the intel was at the bottom. Would get lost in the bases some.
    Hard to say much for a couple quick rounds. Might be good to simplify or get rid of a few paths. Seemed like alot of the time I was wandering around and there was nobody else anywhere.

    It really needs more health. I only found a couple packs. One I could refind (front door of base), the other I just stumbled across (by some stairs).

    I think the tugboat is probably the item that stands out to me the most as cartoony. But maybe I just haven't seen one like that before. After actually going in game and seing the models I didn't think the planes were as cartoony as I had remembered, and all the ship parts look pretty good.
     
  10. Vig

    Vig L2: Junior Member

    Messages:
    60
    Positive Ratings:
    58
    I got some time to make some of the changes I've been itching to make.

    Thanks for the great feedback and help testing!
     
  11. Tinker

    aa Tinker

    Messages:
    672
    Positive Ratings:
    334
    I really like the look and the working of this map, however I don't really agree with your decision of making it nighttime. I thought the light really showed how original and interesting this map was very well, while darkness shrouds all of that a little now. Just because you can doesn't mean you should :p
     
    • Thanks Thanks x 1
  12. Vig

    Vig L2: Junior Member

    Messages:
    60
    Positive Ratings:
    58
    Yep I agree. I'll be switching to more of a sunset/dusk setting next time. The lighting just isn't dramatic any more. But people seem to like the flow a lot better.
     
  13. captainAngry

    captainAngry L7: Fancy Member

    Messages:
    434
    Positive Ratings:
    247
    Played this map last night. It plays really nice. It is still a little confusing when you first start but it doesn't take too long to figure out. We didn't have a ton of people around so it is tough to give it a proper review but I liked it and it got a decent rating.

    [​IMG]
    [​IMG]
     
    • Thanks Thanks x 1
  14. drp

    aa drp

    Messages:
    2,256
    Positive Ratings:
    2,572
    i love a great ctf and this looks like it could be one of those. i would suggest submitting it to one of our gamedays in the events forum for testing.
     
    • Thanks Thanks x 1
  15. Vig

    Vig L2: Junior Member

    Messages:
    60
    Positive Ratings:
    58
    Thanks guys. I'll have to camp the events threads, the last few times I checked they closed faster then I could submit. Just goes to show how valuable quality play testing is.

    It's popped up in a few places.
    (if posting other servers against the rules I apologize and please remove it or ask me to).

    Play Test Dates:
    Host: caffeinePowered TF Tuesday
    Date: 07/07/09 Tues 6:00pm PST
    IP: 8.12.20.112:27015
    PW:littlecart

    Host: CGTalk's Weekly TF2
    Date: 07/08/09 Wed 6:00pm PST
    IP: 209.246.143.142:27015
    PW: polygon

    Guns4Back2School
    Date: If an admin is on they're normally open to calling a vote and switching.
    IP: 66.228.126.59:27015
    PW:
     
  16. Vig

    Vig L2: Junior Member

    Messages:
    60
    Positive Ratings:
    58
    Thanks everyone for the awesome feedback, very valuable to hear the gut reactions after becoming numb to some of it.

    I'll take any and all criticism you can toss my way. Don't worry about hurting my feelings. If it doesn't get torn down then I can't build it back up stronger then ever.

    Intel Room Changes:
    - Add stairs to intel room.
    - Move sub in the intel room to out of bounds area.
    - Smooth out the clipping on the props on the 2nd floor of the intel room. (People seem to get caught when circling the floor while looking down.)
    - Add second ground floor entrance to the intel room.

    Spawn Room Changes:
    - Remove the hallway bump/cut out that has health and a hatch. (near mess hall spawn)
    - Flip and straighten out the center "mess hall" spawn room(s) so it feeds into the map in a more natural direction.
    - Turn up lighting in key areas to help guide players to doors and exits, especially in the water exit rooms.

    Lift Area and Water Area Changes:
    - Lights and signs to guide players out of the water.
    - Lift room has a doorway that looks like you can walk through, but is blocked. Either allow access or block it visually.
    - The lower bridge doesn't extend far enough to the red side, people fall through the hole.

    Misc Changes:
    - Finish off WIP props and create the new Red base canary props and textures.
    - Finish detailing both bases, props, overlays detail brushes ect...
    - Less intel signs, more resupply signs.

    I'll watch the HLTV recording and see if there is anything I missed. Thanks for all the help and thanks for the honest feedback.
     
    Last edited: Jul 27, 2009
  17. Vig

    Vig L2: Junior Member

    Messages:
    60
    Positive Ratings:
    58
    I implemented most of the changes added a lot of detail and optimized the map. It's ready for one more round of play testing before final release.

    Any suggestions and comments are always welcome.
     
  18. Tapp

    Tapp L10: Glamorous Member

    Messages:
    776
    Positive Ratings:
    215
    /steals custom content
    This map looks amazing, I really hope you get a server for it soon!
     
    • Thanks Thanks x 1
  19. The_Ulf

    The_Ulf L6: Sharp Member

    Messages:
    399
    Positive Ratings:
    115
    Of all the maps to start BLU team in a boat, this is my favorite BLU boat. It looks fantastic, man!

    I wanna run through this sometime - and I'll post more then - but for now, are those vents in the third screen supposed to be open-ended like that? Their backfacing doesn't draw, but I guess you know.
     
    • Thanks Thanks x 1
  20. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    396
    fail pakrat is fail, or maybe decompiling pakratted maps is fail, I wanted to see if the models came through w/out tf2, but half the map is error textures, or error props haha
     
    • Thanks Thanks x 1