B
BeerNuts
Download the Map Here
I had the idea of turning one of the best CTF maps I have played into a new TF2 map. TF2 reminds so so much of my old Q2 OGL days that I wanted to make a map in reflect the old CTF maps.
Ive never made a map or even played with SDK so this is a first for me. Ive managed to finish the initial layout of the map. Walkways buildings etc. The tunnel and air duct system is not in yet so DO NOT GO IN THE WATER. Things haven't been easy and nothing works except the spawn points. Absolutely no details have been put in yet so its basically walls.
Map Story: Since the Q2 map was based underground so will this map. The map represents the battle between two feuding mining companies. Red vs Blue both want to lay stake to the precious metals in the rock but neither will give them up. The only way to lay claim will be to chase the other company out! The roads and walls will all look like rocks and mining tunnels. Mining tools, carts and various other props will be thought the tunnels.
Middle Capture Point
Secondary Capture Point
Map Overhead
Sadly the map had to be edited a lot from its original Q2 version due to its size and different game play. But I think its still pretty close.
Things to note.
- The first spawn will be in the rooms to the sides of the main point. They will be "control" rooms with computers and glass. The point is to see the prize but figure out how to get it. Mocking the other team across the map should be fun to.
- The large empty bases will be the last capture point and will look something like this --> http://modcentral.planetquake.gamespy.com/CTF1.jpg A elevator or stairs will be put in from the first spawn to the larger base (on the right behind the boxes). On the left will be a sewer entrance/exit if the game allows ladders if not there will be an air duct that enters/exits it.
- The uneven ground will have little ramps, the floor of the room caused them. (I welcome a way to fix it with out ramps.)
- My crappy carving will be fixed and leveled out.
No textures have been set because of a problem I am having with SDK showing all TF2 textures as purple checkers. If anyone knows how to fix this I would love to hear it. If not ill just finish the map and texture it after the official SDK is released.
Download the Map Here
Any and all comments/fixes welcome. Remember this is my first time even loading Hammer and I basically know nothing about mapping.
Cheers,
Beer
I had the idea of turning one of the best CTF maps I have played into a new TF2 map. TF2 reminds so so much of my old Q2 OGL days that I wanted to make a map in reflect the old CTF maps.
Ive never made a map or even played with SDK so this is a first for me. Ive managed to finish the initial layout of the map. Walkways buildings etc. The tunnel and air duct system is not in yet so DO NOT GO IN THE WATER. Things haven't been easy and nothing works except the spawn points. Absolutely no details have been put in yet so its basically walls.
Map Story: Since the Q2 map was based underground so will this map. The map represents the battle between two feuding mining companies. Red vs Blue both want to lay stake to the precious metals in the rock but neither will give them up. The only way to lay claim will be to chase the other company out! The roads and walls will all look like rocks and mining tunnels. Mining tools, carts and various other props will be thought the tunnels.
Middle Capture Point

Secondary Capture Point

Map Overhead

Sadly the map had to be edited a lot from its original Q2 version due to its size and different game play. But I think its still pretty close.
Things to note.
- The first spawn will be in the rooms to the sides of the main point. They will be "control" rooms with computers and glass. The point is to see the prize but figure out how to get it. Mocking the other team across the map should be fun to.
- The large empty bases will be the last capture point and will look something like this --> http://modcentral.planetquake.gamespy.com/CTF1.jpg A elevator or stairs will be put in from the first spawn to the larger base (on the right behind the boxes). On the left will be a sewer entrance/exit if the game allows ladders if not there will be an air duct that enters/exits it.
- The uneven ground will have little ramps, the floor of the room caused them. (I welcome a way to fix it with out ramps.)
- My crappy carving will be fixed and leveled out.
No textures have been set because of a problem I am having with SDK showing all TF2 textures as purple checkers. If anyone knows how to fix this I would love to hear it. If not ill just finish the map and texture it after the official SDK is released.
Download the Map Here
Any and all comments/fixes welcome. Remember this is my first time even loading Hammer and I basically know nothing about mapping.
Cheers,
Beer