Streets

Discussion in 'Map Factory' started by The Asylum, Aug 31, 2010.

  1. The Asylum

    aa The Asylum

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    NEW AND EXCITING

    There's been a recent clamor for deathmatch servers over at a forum I frequent, that run the deathmatch plugin- Random spawn locations with instant respawn.

    Because I've been feeling exceptionally uncreative for awhile, I figured why not remake a map from a different game? Not from HL2DM, UT, or any other popular FPS with multiplayer, but something more obscure. Corridor 7, now THAT's obscure! Too obscure, I thought. I need something vaguely familiar, yet foreign.

    In the end, I went with the Streets map, from the (vastly underrated) Wii title, The Conduit. Obscure, AND from a console game! It doesn't get much more foreign than that.

    Screens up top. It's a small map, but that's never stopped full Conduit server-goers from playing it religiously.
     
    Last edited: Aug 1, 2011
  2. Terwonick

    Terwonick L6: Sharp Member

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    (woot first post) looks good, can't say I've played the game, but could you use something other than the devs;) PC games are better
     
  3. Grim Tuesday

    aa Grim Tuesday

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    This map makes me sad. The fact that maps like this, with very little thought put into class balance and layout, sightlines, and detailing is the crap that actually ends up getting played. No personnel offense intended.

    Asylum, I thought you were better than that! Atleast dont make it fullbright, it makes me want to cut myself.
     
  4. Goombac

    Goombac L4: Comfortable Member

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    And I'm pretty sure that concrete texture is from HL2. Try sticking to TF2 models and textures.
     
  5. Prestige

    aa Prestige im not gay anymore

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    dm_maps aren't exceptionally hard to map for. its like arena basically, but yeah, get rid of that fullbright!
     
  6. absurdistof

    aa absurdistof

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    Well that aside, you can still put some thought into it :p

    This is what I see from the map. "see."
    I think the road is too wide, and the corridors between buildings are too wide as well. Inside the buildings looks fine/nice, but I also think that you could elaborate a lot on the map and add some space on either side to give it more depth, and to do what a lot of good dm maps do, which is to have several major/ongoing battles throughout map.
     
  7. Boylee

    aa Boylee pew pew pew

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  8. Whated

    Whated L2: Junior Member

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    I totally agree whit BoyLee. Only dm map I enjoy/ed to play was/is dm_duel_rc4. Because it isnt fullbright, nice detailing, cubemaps... it is dm map at the best..
     
  9. The Asylum

    aa The Asylum

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    Oh yeah, I totally forgot I posted this here.

    [​IMG]
    [​IMG]
    [​IMG]

    So it's not a 100% accurate copy of it's namesake in The Conduit, otherwise it'd be way too open for TF2 (the closest thing to a sniper rifle in The Conduit is a battle rifle). OF course it's still kind of open as it is now, gonna be thinking about what I can do to fix it without deviating too far from the original.

    With the release of Conduit 2 this tuesday (im so fucking stoked, im gonna "disappear" for a few days), I'll see what they've done with the level and modify the next build to reflect any changes.
     
  10. The Asylum

    aa The Asylum

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    After a thorough romp through Conduit 2's online, it's finally update time!

    Streets is still everyone's favorite map in C2, but one gigantic difference playing Streets in C2 and in TF2 is rocket and sticky jumping. Hence:

    [​IMG]

    Fades in just as as one hits the ground. The closer you get, the harder it is not to notice. Players will drop the enemy intel if they try to blast their way up onto their balcony.

    And new game mode? Sure, why not?

    [​IMG]

    TF2 calls it Control Points, Conduit 2 calls it "Annexation." This sceenie shows off the new layout of all three modes, as well as two of the three caps in CP mode. Unlike TF2, points could be captured in any order in C2, and they all start off neutral. Cap times are fairly long like in C2, so hopefully it will translate..... moderately well in TF2.

    I really really really wanted to incorporate the Power Surge gametype too, but I'm not too fond of the actual Street's placement of the objectives. So for now, no PS.

    CHANGES FROM A1
    - GENERAL CHANGES
    -- Opened up the far doors in the garages, added a little pit, like the actual Streets map in C2
    -- Made the upstairs area a little closer to the actual Streets map
    -- Added the groundwork for a completely superficial feature that you shouldn't bother trying to look for.
    - CTF MODE
    -- Restricted intels from being carried through a player's own balcony. No quick caps for you, mister.
    - DM MODE
    -- cleaned up the leftovers from CTF Mode that were present
     
    Last edited: Aug 1, 2011
  11. REEJ

    REEJ L7: Fancy Member

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    Ironically, people demand the customness in custom maps.