New File Added: ctf_coret_alpha1

Discussion in 'Maps' started by VelvetFistIronGlove, Dec 27, 2007.

  1. VelvetFistIronGlove

    aa VelvetFistIronGlove

    Messages:
    567
    Positive Ratings:
    437
    Downloads: A new file has been added by VelvetFistIronGlove:

    ctf_coret_alpha1

    Here's the work in progress of my first ever map. I used to play Unreal Tournament a lot, and Coret was always one of my favourite maps. So I decided to try and see how it would work as a TF2 map. As a bonus, this means I can learn how to build a map without worrying too much about the layout, since that's mostly predefined -- though of course there are a few changes.

    This is a capture the flag map. Two bases are on either side of a valley. There are two entrances into each base, both leading separately to the intel room. Travelling across the valley is done via three paths, which intersect to some degree along the way. If you've played the UT map, then the layout'll be pretty familiar, although I've opened up the central passages to allow for rocket jumping and so on.

    I've still got a huge amount of displacement and detailing work to do, but I'd really like get some playtesting done on the layout. Is there a tf2maps.net server this could be put on?
     
    Last edited: Dec 27, 2007
  2. Haas

    Haas Guest

    Positive Ratings:
    0
    It is a bit boring and small.
    I think this map gets boring very fast.
    You should a a sewer ore something.
    And a sniper spot.
     
  3. Gonzales

    Gonzales Guest

    Positive Ratings:
    0
    Haas, keep in mind that this an alpha version, so it's bound to not be much to look at.

    Having never played UT, it took me a few minutes of running around to understand the layout. Overall, it looks like a pretty good start. If you detail the whole map as well as you've detailed the Red intel room, it could end up being really good. My only concern is that the maps seems kind of small for a TF2 map, and I felt kind of cramped whilst running around in it. I dunno. Maybe it's just me. I also noticed that I could see skybox through holes between displacements and world brushes in the central rocky area...

    All in all, though, it looks promising. =)
     
  4. Haas

    Haas Guest

    Positive Ratings:
    0
    design progress is layout>textures>props?
    So i commented on the layout ;)
     
  5. newton21989

    newton21989 L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    I hate to bring up old threads, but I'd like to see an update for this map. Overall, I think UT maps would make great TF2 maps. Additional thought: Someone should also convert some of the ONS maps to CP.