ShutdownTF2

Discussion in 'Map Factory' started by Sebhael, Jun 23, 2009.

  1. Sebhael

    Sebhael L1: Registered

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    [​IMG]
    Internal Prototype

    Authors/Credits :
    Kermit & Fortress Forever Dev Team : FF_Shutdown2
    Sebhael : Team Fortress 2 Recreation
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    Map Description
    ShutdownTF2 is a recreation of my favorite Fortress Forever map, FF_Shutdown2, for Team Fortress 2. Shutdown's game play is a generic "forts" styled capture the flag map, just with one minor twist - before you can access the opposing team's intelligence; you have to shutdown their security before you can access the room.

    Development of this map has been quite awkward, due to the complete design changes, size ratios, and over all game play differences. So the map isn't "True-To-The-T", but I'm trying my hardest to make it work the best as possible without changing the core game play of Shutdown.

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    Extra Screenies | Last Updated : (06/23/09)

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
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    Currently Working On / To Do
    • Ventilation Spawn Dropdown <- Scrapped for below.
    • Sub-Spawn Room Protection - DONE!
    • Spawn Room Detailing - DONE!
    • Lighting Tweaks
    • System Cleanup
    • Spawn Room Optimization

    After the above I'm going to move onto the Security Room.

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    No History Yet
    Though there is a half-assed working prototype laying around. If you want to mess around with it and give me some critique on what's there I'll be happy to send it over to you.
     
    Last edited: Jun 24, 2009
  2. eXeC

    eXeC L1: Registered

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    Wow looks nice!
    Let me be the first to tell you I look forward to playing it.
     
  3. A Noobcake

    A Noobcake L1: Registered

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    Looks like an awesome map, I want to play it, but I can't... Yet.*sigh*
     
  4. DJive

    aa DJive Cake or Death?

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    That gives me hope and im glad to hear. Straight ports almost never work out and are so very very lazy. The fact that you are trying to keep the core and work around that is a good sign.
     
  5. Sebhael

    Sebhael L1: Registered

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    I was already told by someone else :(

    I only have a couple more key areas I want to spruce up and make sure fits correctly, then I'm sure I'll be able to whip up a playable alpha. Like I mentioned at the end of the thread, there's a horrible prototype out at the moment, lol. The only way to know what team your on is to look outside at the first wall, if it's blue, your on blu, and vise-versa.

    A straight up port of this map from FF would be horrible for TF2 since everything in FF is quite....tiny, and it seems like for TF2 everything needs to be a much bigger size in order to make it feel natural and non-claustrophobic while you're playing. Other than that, doing a port is no fun - I'd like to at least have some control and personal touch to the map. :p
     
  6. Ravidge

    aa Ravidge Grand Vizier

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    Shutdown was pretty huge (massive) in TFC. Don't know about FF though, never played it...
     
  7. Sebhael

    Sebhael L1: Registered

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    Hm, I'm guessing that Shutdown was a custom map then for Team Fortress Classic. Cause I looked for it from the start to see if it was one...couldn't find it so I figured that it was just a Fortress Forever creation...

    Oh man, I'm going to be so pissed if this is a remake of a remake. Even more so since the Fortress Forever team did a lot of renovations of their recreations of the original TFC maps. So this map won't even be remotely like the TFC version D:
     
  8. BrokenTripod

    BrokenTripod L5: Dapper Member

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    Yeah, it's a remake of the TFC map, so you're doing a remake of a remake.

    Honestly, though, as long as you keep the switch and the flag behind the security that is shut off, you're pretty good.

    The FF version is kind of similar to the TFC one, so it shouldn't be too bad.

    Also, how do you plan making the switch? It's hard to tell everyone to bind +Use to something for it.

    EDIT: Uh...Hi Sebhael! I sort of know you...somehow.
     
  9. Sebhael

    Sebhael L1: Registered

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    Eh, whatever. I enjoy this map enough, and have put enough effort into this project to not care anymore.

    The switch is going to be controlled via a Control Point in the security room, it will function just like a normal CP just can't be capped if there's any opposing team in the room. It's going to be a very quick CP, 2-3 seconds max. That or it's just a on-touch button, I think the CP is essentially the same thing - but at least offers more of a...visual stimulation of of the process, and fills the room quite well regardless :lol:

    And yeah, you know me check yer Steam Friends :p

    --edit;

    I've reworked the spawn room almost completely to work in a "sub-spawn" room, to help prevent campers from picking people off. You know, the standard sort of stuff. I shortened up the main room as well to prevent it turning into a hike just to get to the battlefield.


    Sub-Spawn Area, not even remotely near completion


    Main Spawn Room.
     
    Last edited: Jun 24, 2009
  10. BrokenTripod

    BrokenTripod L5: Dapper Member

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    You kind of have a lot of the same lockers in the sub-spawn area picture you put above. Maybe you should try to throw in a window or something else to break up one of the walls instead of more lockers?
     
  11. MaGicBush

    MaGicBush L2: Junior Member

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    Looks good so far, I swear though that Shutdown was a map back when Quakeworld was popular and had the original TF. I use to play that so much back when TF was original :).
     
  12. Sebhael

    Sebhael L1: Registered

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    How does this look in the lobby to you guys? I figured it would be a good way to remove some claustrophobia and add some more...depth, while also providing more light than just the normal boring blue fluorescent lighting.

    [​IMG]
     
  13. BrokenTripod

    BrokenTripod L5: Dapper Member

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    I feel that the skylight lights up the area more than the 4 lights on the bars across the ceiling, which makes the lights look awkward to me. Other than that, it's looking good!

    The caution-tape area an elevator that lifts up, right?

    Also, do you have custom signs for where the switch is?
     
  14. Sebhael

    Sebhael L1: Registered

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    Well, currently I haven't ran any form of actual RAD, so who really knows what it looks like at the moment D:!

    That is an elevator, yes - I had to find a way to replace the ladders from previous versions - and this lift is what I came up with.

    I haven't gotten around to making anything custom for this map yet :/ At the moment I just have a sigh saying Capture Point -> under <- Intelligence.
     
  15. Sebhael

    Sebhael L1: Registered

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    Changed up the light_env to cast the light a different way - the only thing that bothers me is wondering what it's going to look like when the geometry is mirrored over for red :/

    Also added detail to the hole.

     
  16. BrokenTripod

    BrokenTripod L5: Dapper Member

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    As long as you don't have it at too high of an angle, it should just appear on the opposite side. Just try changing the angle the same amount in the opposite direction and that's what it'll look like.
     
  17. Zanpa

    Zanpa L4: Comfortable Member

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    I don't like elevators that much. They don't really fit in the game imho... See how much thay adapted 2fort to remove it.
    The best way would be either a ramp or stairs ; it's not bad if you have to change the layout a little for that.
     
  18. Sebhael

    Sebhael L1: Registered

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    Really though, consider the middle area. It's the only place that's adapted an elevator system. Before I mention too much more, the elevator is quite fast pased - it's up then it's down.

    If I was to accommodate a ramp in the area it would create a brand new chokepoint not previously featured in Shutdown. Walking up a ladder is an issue as it is, waiting for a scripted lift to take you to point B is almost the same. The only real difference is that with the lift you have 100% accuracy and apprehension during the ascension. As to with a ladder you normally have to look forward at the wall the entire way up.

    Like I've mentioned, I've tried to turn this map into something that would fit TF2 gameplay, and this lift is the only way I could consider by-passing central upper-area changes.

    If you think you can set up something else without a lift, then go ahead. Not being rude or anything, but I want to know exactly where you are coming from on your debate against my decision of what I've chosen.


    -edit;
    I've been drinking due to whore problems, so if my post even remotely came off as not appropriate, I'm sorry.
    I try to remain as calm as I can during evaluations, and my post isn't 100% from my thoughts.

    Fucking whores. Hate women. But love them so much :(
     
  19. Void

    aa Void Local Man Unable To Map, Sources Say

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    yes, elevators are a no-no. you can fit some stairs there.
     
  20. Sebhael

    Sebhael L1: Registered

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    Well, two complaints in two posts means I should look into this.

    Disregard my previous post, but take consideration into it at the same time - I'll look into a test version with a different source of going up in the future. I'll see what's up here in the future.

    I'll try my hardest to include something else, even if it involves including this lame ass stair system that TF2 has left us with. Not like I haven't used it twice already in the map *sigh*