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Discussion in 'Map Factory' started by Howling, Jun 17, 2009.

  1. Howling

    Howling L1: Registered

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    Positive Ratings:
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    CTF Filter

    Preface
    What are the odds of two chemical companies being housed right across from the same gorge? Very little! Yet stranger things have happened. Red and Blue duke it out in their quest for world dominance in the chemical industry. Of course, in order to outsmart - or outsteal each other - they try their hand at a little corporate warfare!

    What happened to CTF Neighbours?
    Gone. The concept might be picked up later. I'm not happy with mapping using DEV textures. I love to map on the go. Texture immediately to set the tone. Planning? Bah! Humbug!

    Added to that Neighbours was a bit too complex for a first map. I want a more classic layout first. Get a bit more experience that way and go for the experiment later on.

    What will this map entail?
    It won't be like 2fort(!) Despite there being 2 typical "bases". I do intend to add features on, later. A point to capture providing a temporary advantage to either one team, or some other gimmick. One thing I want this map to be is themed. I used to just go and map. But Filter does have a theme; chemistry.

    Also, i'll be making a whole array of custom signs. I've already learned how to create some basic textures. If I do use and release custom textures it'll be one medium to large sized pack.

    Post an overview!
    There isn't one. Freestyle, baby! :cool1:
     
    Last edited: Jun 22, 2009
  2. Efhan

    Efhan L2: Junior Member

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    Lookin' good. Nice layout.
     
  3. Howling

    Howling L1: Registered

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    *bump*

    Changed the name of the map however it's still listed under N of 'Neighbours'
     
  4. Howling

    Howling L1: Registered

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    Progress. A screenshot made with a build with very basic lighting. Need to fix the start positions and up the lighting a bit. Copy the base and make a red one. Construct the bridge between the two and it's ready for it's first alpha release.

    [​IMG]
     
  5. Efhan

    Efhan L2: Junior Member

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    Again, nice.
     
  6. Howling

    Howling L1: Registered

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    Okay, forget all previous images. Completely redid the base. I wasn't happy with it's random layout (sorry, Efhan :) ). The new layout is much more logical. It features a (very) large intelroom at a logical position. It has a sniper box (which needs more work) and the frontend has been redesigned - though still a miscoloring in the texture remains. Gotta sort that.

    Everything has been reproportioned.

    There's some tweaking still to be done. Adding some detail, some signs, the shape of a couple of rooms. Then it's time to make a red base and do some exterior work prior to a test release. I can't wait to push it out the door!

    Here's a quick pic of the front end. More soon!

    [​IMG]
     
    Last edited: Jun 21, 2009
  7. Efhan

    Efhan L2: Junior Member

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    Ok, the building seems nice, like something you could encounter in real life.
    I like in particular the small window at the right side.

    Edit: Maybe post new pictures:facepalm
     
    Last edited: Jun 22, 2009
  8. Howling

    Howling L1: Registered

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    Prior to Alpha 2 Release update with screenies!

    Yes! A whole bunch of brand spanking new screenshots! I've created a red base and am testing for an alpha release. Still some things I want to tweak.

    Progress since last time
    - created a red base
    - preliminary work on grounds
    - moved capture point from intelroom to front of base
    - fixed the sniper positions so someone can stand in it instead of having to crouch
    - add cubemaps, dang those were necessary!
    - added some props to give an indication - lots of detail work yet to be done!

    Technically this is alpha 2. Since I ditched alpha 1 almost entirely.

    Here's the screenies to see what's there and what's coming.

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    To do before alpha release
    - add secondary connection
    - light tunnel
    - better manifest capture point -or- add neutral capture point (basically opening up a new area to fight in)
    - get fresh cup of coffee (cold coffee - yuck!)
    - place medpacks and ammo pickups
    - a few nobuilds on stairs

    ETA?
    Somewhere this week probably!

    To do before beta
    - Are you kidding?
    - I'm not listing that!
    - Too much! :)
     
  9. Efhan

    Efhan L2: Junior Member

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    Okay, First: I like how you put the Intel and the "Bird's eye view" from each other so if some one put a sentry on it, for a scout the worst case scenario would be (just a guess) a few seconds of fire.
    Second: I liked the kitchen in general, especially the flour bag. :thumbup:
    Third: Does the spawn have doors? Looked like it was just hallways. :confused:
    Fourth: I still like the sniperbox. :woot:
    Fifth: And I also still like the buldings. :D
     
    • Thanks Thanks x 1
  10. Howling

    Howling L1: Registered

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    Correct. Though a sentry takes time to aim. As it would have to tilt down, the scout could dart past using the pipes etc. as cover.

    There are doors, also has medicinecabinets but those don't show up on the screens either. Has something to do with floating outside :)

    Thanks! :D

    At the moment i'm thinking about a third, middle area. Where the capture points would be. They would be much more open. Easily defendable for both sides. A typical 'middle ground'
     
  11. Hanz

    aa Hanz Ravin' Rabbid

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    The bases are looking very good, I hope the middle will also be that cool! :D
     
  12. Sebhael

    Sebhael L1: Registered

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    This is looking quite fun. Looks very true to old Fortress maps.

    Particularly like the front of the bases.