CTF Turbine Rework A6a

Hopefully better than the original.

  1. chopex

    chopex L1: Registered

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    Turbine Rework - Hopefully better than the original.

    This project was born after I played Turbine for a bit and realised just how bad of a map it is. It was a pretty fun experience and a good way to practice my detailing skills.

    Changes include complete removal of the vent systems and 2 side routes, 1 for each team, which begin at each team's spawn and connect with the main courtyard and the enemy's intel room. These side routes focus mostly on cqc and mid-range combat, balancing the openness of the main area.
     
  2. chopex

    chopex L1: Registered

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    Oh and I also mirrored the entire map, but that's not a big deal.
     
  3. Squidward... no wait

    Squidward... no wait L3: Member

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    Could you get a picture of a top down view?
     
  4. chopex

    chopex L1: Registered

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    Here you go

    20190823181633_1.jpg
     
  5. Squidward... no wait

    Squidward... no wait L3: Member

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  6. Squidward... no wait

    Squidward... no wait L3: Member

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    Hmmm, something seems different...
     

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  7. SnickerPuffs

    aa SnickerPuffs (*single chuckle*)

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    Have you submitted this to the imp map pool? You can get a lot of feedback that way.

    Also, I suggest you recreate the map from scratch, or at the very least "trace" over it with dev brushes. Most people aren't fond of official map reworks, even if they're heavily edited. "From Scratch" versions usually fair better, though.

    This looks really promising, by the way!
     
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  8. chopex

    chopex L1: Registered

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    whoops

    idk what's up with that tbh must be some custom content I didn't mean to add, guess I'll have to pack it now
     
  9. chopex

    chopex L1: Registered

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  10. chopex

    chopex L1: Registered

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  11. chopex

    chopex L1: Registered

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  12. chopex

    chopex L1: Registered

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  13. SnickerPuffs

    aa SnickerPuffs (*single chuckle*)

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    It seems like you're just fixing minor bugs and not making any big (or notable) changes. May I suggest using the "_a2, _a2b, _a2c..." naming scheme while doing such updates?
     
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  14. chopex

    chopex L1: Registered

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    Yeah, I probably should do that, lol. Thanks for the advice!
     
  15. chopex

    chopex L1: Registered

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    In this update I made a few changes based on feedback from a recent playtest (thanks everyone who participated).

    - Unmirrored the layout due to popular demand (will see how the layout changes translate to this version)
    - Closed down access to flank route from spawn. This forces players to use the mid access (which has been made larger), and should help focus the action a bit more while still having another viable entrance to the intel room.
    - Removed doors in entrances to mid from each spawn and entrances to the mid nests.
    - Changed placement and quantity of health and ammo packs near intel room.
    - Added clipping to some things (still have a lot of clipping to do though)
    - Added a few new props and some extra eyecandy.

    Issues and future plans:

    - The unmirroring of the layout has created some problems with props and lights being rotated in weird ways, aswell as arrow decals and props pointing to the opposite direction they should (this one's an easy fix but I just want to see if this unmirrored version is worth it before I fix it)
    - The Turbine version I downloaded had its logic all messed up. I've tried to fix it but don't know if it's good yet. (Pretty sure most of it was for competitive mode so it should be fine anyways)
    - Might remove some of the glass protecting the flank route's intel room access, to make it easier to defend.
    - Not sure if healthpack and ammopack placement is optimal yet.
    - Might try to make the mid section a bit longer.
    - Apparently the map can crash, but I haven't found any possible reasons for that. Will need to look into it further.

    Read the rest of this update entry...
     
  16. Squidward... no wait

    Squidward... no wait L3: Member

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    One of the spawnrooms doors are messed up. This applies to both Red and Blu's spawnrooms. And some vents seem to be clipping in a room. 20190828170337_1.jpg
    20190828170407_1.jpg 20190828170545_1.jpg
     
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  17. trbz_

    trbz_ L3: Member

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    ahem
    "ctf_betturbine"
     
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  18. chopex

    chopex L1: Registered

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    Damn, I thought I fixed the door. I know about the vents, they're all flipped because of the mirroring, but I want to wait before I fix them since it's purely visual and I still don't know if I'll mirror the layout again. :p
     
  19. chopex

    chopex L1: Registered

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  20. Squidward... no wait

    Squidward... no wait L3: Member

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    I don't want to sound harsh or anything but please don't mirror the map again. It was really confusing finding my way around the map because of it.