Turbine v2

CTF Turbine re-artpass Alpha 6

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Yeah, I literally sat up in bed in the middle of the night realizing that and got up to fix it.

Well, actually I realized that I hadn't tested the map with my /models and /materials folders disabled just in case I packed something wrong, and then I remembered that I hadn't uploaded the file. Ironically, everything had packed fine and forgetting to upload hadn't saved me a last-minute fix.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Looks good. Suggestions:

http://puu.sh/1sfM0
Make the backs of these straight, not curved, so they meet the wall.

http://puu.sh/1sfM4
Make the stairs have an opaque texture so they stand out a bit more. For your cubemap issue, I think there is a nonreflective version of this floor? It'd look fine.

http://puu.sh/1sfNk
http://puu.sh/1sfNk
http://puu.sh/1sfMC
http://puu.sh/1sfMj
http://puu.sh/1sfLX
http://puu.sh/1sfLO
http://puu.sh/1sfLE
http://puu.sh/1sfLC
Clip all this.

http://puu.sh/1sfQn
This would be hilarious if you left it in.
 

sitebender

L3: Member
Aug 15, 2012
102
33
yyler is good at finding issues :) I think I might give this another try today :)

The hallways look great with the scaffolds and it feels like a different map even when it is Turbine :) Snipers seems a little clueless as to where to set up. Perhaps some hint nodes. Sentry hints too :)
 

XionGaTaosenai

L1: Registered
Jun 23, 2012
27
18
I'm really liking how this map is turning out, but at this point it's looking less and less like Turbine. Maybe we should rename it? Something that's that makes it clear it's still based off Turbine, like ctf_gyro or something, but it's a thing to consider.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I'm really liking how this map is turning out, but at this point it's looking less and less like Turbine. Maybe we should rename it? Something that's that makes it clear it's still based off Turbine, like ctf_gyro or something, but it's a thing to consider.

The whole idea behind it is to give the turbine we all know an aesthetic upgrade (and a few gameplay ones too). Renaming it would possibly make people think that it was a completely different map.
 

XionGaTaosenai

L1: Registered
Jun 23, 2012
27
18
I get that, but the point I was making was that when I think of Turbine, I think of the vents. Replacing the vents with something that can be made wider and given balconies and such is probably a good idea overall, but a Turbine without the vents just doesn't feel like Turbine to me.

Also Gyro sounds like a really neat map name
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Playing around with some team-colored retheming of the bases.

B3C542FF99306449CFBDDDB63C1AABF0F5A2042F


The water barrels and tank I know I'm keeping; the cinderblock walls... ehhhh, what do you think? They strike me as overdone.

Also it occurred to me that maybe the platforms are too easy to counter now, since I never saw anyone try to build on them at all during testing. And also that I have no idea how to explain why there's a random platform in the hallway that no one can get onto. Sooooooooo...

DE8BA323DB426900F4F2DF721059FD6F157F0B61


Good idea? Bad idea? Needs tested?
 
Last edited:

Ptimz

L2: Junior Member
May 8, 2011
61
61
That's just the way the model is. Its in the intel rooms on 2Fort if you wanna take a look.
 
Oct 6, 2008
1,949
446
Do you have an outlet being plugged into another outlet in that picture?

That's shocking!!

but say, does anyone actually know what would happen - would it acutally make a complete circut so the electricity would be able to flow both ways?
 
Sep 7, 2012
638
500
That's shocking!!

but say, does anyone actually know what would happen - would it actually make a complete circuit so the electricity would be able to flow both ways?

I believe you would get an electrical fire. It would depend on the length of the cord between the two outlets, but with my limited knowledge I imagine there would just be a big bang as the energy would never be expended through any resistor, and eventually the heat and friction would burn through the wire.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Get rid of the stairs. Either don't let players jump up onto the platform, or put a crate or something where the bad clipping ramp is so you can still jump up there. Defenders really don't need more of an advantage in Turbine
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Get rid of the stairs. Either don't let players jump up onto the platform, or put a crate or something where the bad clipping ramp is so you can still jump up there. Defenders really don't need more of an advantage in Turbine

Well, I use it on offense, if I am going to some sniping, I have advantage, if I need help, I jump on it. It won't matter that much, since with the balcony, most players will attack from there. By letting offense players have the height advantage, they can basic ignore the sentry fact.
So it would only stop major pushes.
Besides, as a Medic going on a rush with 2 Soldiers, 1 Pyro, 1 Demo and 1 Scout the level 3 sentry was nothing but the place to pop the Uber.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Get rid of the stairs. Either don't let players jump up onto the platform, or put a crate or something where the bad clipping ramp is so you can still jump up there. Defenders really don't need more of an advantage in Turbine

This is one of those rare places where a jump crate would be reasonable and not frustrating, but I'm curious why you think there'd be a significant difference between stairs and a jump crate. Players aren't as subconsciously drawn to jumpable platforms than they are to stairs, or something?
 
Sep 7, 2012
638
500
This is one of those rare places where a jump crate would be reasonable and not frustrating, but I'm curious why you think there'd be a significant difference between stairs and a jump crate. Players aren't as subconsciously drawn to jumpable platforms than they are to stairs, or something?

I didn't know that crouch-jumping was a thing until at least 6 months into playing TF2. So yes, definitely. When I found out, worlds of opportunity opened up to me.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
A5 is out. The platforms are now that bumpy metal texture and have junk stored under them; I'm not sure whether I want to commit to that or not. Also they have a crate next to them so all classes can crouch-jump onto them from the defenders' side; let's find out if Trotim was right. And I addressed all those clipping issues that were raised earlier.

A couple screenshots showing the other changes:

2013-02-06_00003_y4x-jpg.4857


2013-02-06_00002_4ng-jpg.4858


Future changes:

I want to put some sort of equipment on top of that room with the two windows to make it clearer that you can't jump onto it (as per the big honking sign), but nothing in the stock prop library seems to fit. I haven't even decided what I want in that room let alone on top of it, so as usual suggestions are welcome. Whatever it is, I'll probably have to request a custom prop or two for. Bear in mind, this map is now planned to be a wind-turbine factory, or at least disguised as one.

I've also decided that I want to replace the shipping crates with delivery trucks. Not like the vans in the construction pack; something bigger and boxier, like those mini-semitrailers you sometimes see in supermarket parking lots delivering bread. I'll make a proper request thread in a bit.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
It may sound silly, but i think you should make the platform accesible for normal classes only with some kind of trick jump.

The clipping ramp is my favorite unintended gimmick in any map ever.
Would be cool if you could have it still require some skill to reach, but this time where it makes sense.
Not sure what you mean by any of this; are you talking about exploiting a clipping brush that's diagonal on top? Because I do have those:

clipping.jpg


But I don't know if I could justify tweaking them so they're actually usable for getting on top of the platform. Besides, I'm not a fan of the "expect people to exploit things" method of level design.

You know that small trolley in the props_spytech folder?
Dis guy?

cartw.png


(It's actually in props_well, by the way.)