CTF Undermine rc2

By Jonny

  1. Jonny

    Jonny L2: Junior Member

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    Undermine-rc2

    Hello TF2maps.

    Please enjoy what is Ctf-Undermine in its second release candidate form! The theme is of two bases who have bought tunneling tanks to penetrate each others basements... excuse me.

    Have fun and I hope you enjoy playing this map.
     
    Last edited: Jan 7, 2011
  2. Grim Tuesday

    aa Grim Tuesday

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    Wow, looks quite nice!
    I would like to see this in a gameday.
     
  3. Jonny

    Jonny L2: Junior Member

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    Thankyou. Whats a gameday may I ask?
     
  4. absurdistof

    aa absurdistof

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    If you go to the events section, you'll find a few threads labeled 'Gameday.' If there's one for an upcoming day, fill out the form and post your map up if there's room!

    Or just lurk around in the tf2m chat until an impromptu comes up and pester an admin to upload your map so that you can test it then.

    I like the looks of this, but I can't speak for gameplay :)
     
  5. nik

    nik L12: Fabulous Member

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    reminds me alot of 2fort, but it's your first map, and it looks fantastic

    so wow
     
  6. Dense_Electric

    Dense_Electric L1: Registered

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    Wow, if you really just learned Hammer this is really good. It took me about a year of screwing around and scrapped maps to get to that level. The detailing almost looks like Valve's work. The only thing I'm seeing that's a problem is that you have a few big, mostly blank walls. Try adding a few beams/pipes/vents/whatever or replacing some of them with a fence and building a little diorama behind it. Just a few more little details and the aesthetic will be perfect. Other than that it looks awesome - if the layout proves as good as the detailing, you've got a considerable head start on the rest of us. ;)
     
  7. Lancey

    aa Lancey Currently On: ?????

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    Sweet Jesus this is good, especially for your first map. The area outside of the bases may turn into a sniper fest with the open area, but not much can be said for gameplay from just screens.
     
  8. Soupstorm

    Soupstorm L2: Junior Member

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    http://forums.tf2maps.net/geek/gars/images/9/2/4/0/CtfCompound8.jpg

    I really dislike the look of this room. It reminds me of 2fort's overly chokey design. It also seems slightly overscaled. But we'll see how it plays.

    The rest of it looks fairly great though, visually as well. I'm not a huge fan of brick-on-desert themes but it works well enough. I really want to try this map out.
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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  10. Jonny

    Jonny L2: Junior Member

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    Thankyou for the feeback so soon

    Boojun Snark, yeah the name isnt too imaginative I agree, i'll have to work on that and find something unique. I'm open to any suggestions :)

    Soupstorm - I had issues with that courtyard, it's scale is a little large but it feels like a nice height to defend from. It may be a bit of a choke though so i'm considering letting demomen/soldiers in from the roof - but that might make a negative impact. I really need gameplay testing first tho. Please DL and see for yourself.

    Nerdboy - Thanks, and yea it shouldn't be a sniper fest as i've made these restrictions:

    The battlements are a long distance from a resupply, it has a small health and med ammo so snipers must be careful or only 1 or 2 can be supported there.

    Sign board block LOS to the enemy battlements to decrease 2fort sniper wars, and a board and sheds give sporadic cover in the middle areas.

    nic, absurdistof , electric - thankyou and thanks for the feedback
     
  11. honorum646

    honorum646 L6: Sharp Member

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    It could possibly be the lost good version of 2fort.
     
  12. Soupstorm

    Soupstorm L2: Junior Member

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    ctf_goodfort
     
  13. Jonny

    Jonny L2: Junior Member

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    Haha goodfort.

    So far all ive come up with is ctf -hayfarmer. Ill think of more 2moro.
     
  14. Soupstorm

    Soupstorm L2: Junior Member

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    For some reason I like the sound of ctf_tangle and ctf_factoryfarm, although factoryfarm might require a little theme tweaking :p
     
  15. Jonny

    Jonny L2: Junior Member

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    Afew more screens (or should I say screams?) ha ha

    Inside the red base entrance:
    [​IMG]

    Ignore the outside on this one, its a little outdated. Enjoy giant dispensor.
    [​IMG]

    Red Intel room:
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Uploaded with ImageShack.us
     
  16. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Some of it looks similar to 2fort. That basement screenshot needs something to make it stand out. anything. It bears way too much of a resemblence, at the moment. (Also, making the texture scale on the loose rocks at the base of the cliffs smaller might make it look better, as would making it physically lower than the tiles).

    The hazard texture in the last picture isnt aligned right either, that line is odd. Same picture; those metal textures look a bit out of place to me. And the "Bricks" are a lovely idea that i think doesnt work, sadly. Tragically, so is the giant dispenser. But i do now want to see a dispenser-drinks-machine crossover model.

    /criticism

    OMG YOUR DETAILING IS FANTASTIC WHERE WERE YOU DURING ARTPASS THIS IS BEAUTIFUL

    /fanboy
     
    • Thanks Thanks x 1
  17. Jonny

    Jonny L2: Junior Member

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    Haha

    Thankyou for the good honest criticism! You make some good points. The basement pic does resemble 2fort as I took the cliff wall and computer paneling from it, as I was still learning the editor and needed to figure out how to do a basement in the first place. I learnt displacements then, tweaked the cliff and added another. I had some issues with the ceiling being angled so I made it flat, but it could use something for sure. I'll definitely work on making this bit more interesting, but id love your opinion after seeing it in game where you have a 3d view.

    (btw the gravel is below the tiles it just doesnt look that way)

    Thanks for pointing out the misaligned texture, and the metal one is there as its supposed to look like the floor has opened to reveal the stairs, but nobody seems to see that ^^

    And cheers, during art pass I guess I was making this. That contest looked out of my league and I was learning hammer. The winners did a good job with the layout valve gave them! I just did a drawing and made it...didnt use those 'dev' textures, tho next time I might :)

    EDIT: oh and don't make the giant dispenser angry...
     
    Last edited: Oct 31, 2010
  18. Jonny

    Jonny L2: Junior Member

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    Hi.

    After 'listening' to the source tv, as there were no specs or camera points which I should have put in, i'm accepting the it being 2fort criticism, so fire away at me and tell me how much it's like 2fort or rearranged, or 3fort, or 2fort 2fort etc.

    All i'm going to say is that, yes I like 2 fort, no its not copy paste I drew out a layout that I designed and built it. I may have used alot of influences from 2fort as this was my first map and I was learning to use hammer, and as its a ctf map I opened 2fort to see how everything worked. I personally think if you took the time to play it some more you'd find it has its own gameplay which is quite different to 2fort, but seeing as it reminds you lot so much of it i'm going to do a fair bit of editing to make sure it doesnt.

    Anything copied from 2fort will be removed. The intel layout is unique but may be changed or the design reworked.

    I can see how annoying that camera is, i added it in last min for fun but ill remove that or drastically change it.

    Alot of people stunned at a health pickup in a resupply, but also complaining how easy it might be to camp the intel with a sentry. Consider putting the two together and realising that there's no locker there so engie's dont get an instant ticket to level 3 sentrydom. There are 3 routes to the intel, the DIFFERENCE from 2fort being the vent, which also gives extra escape routes, you can rocket jump out or change your mind from taking the long route.

    I also heard people complaining there were 12 spawns. There are 2 and theyre quite different, but i'm going to change how they look too and give them more of a unique identity.

    For those asking the taped square is an area with the build restriction removed.

    At least someone said it looked quite nice, so thats nice.

    I'd better get working on it.
     
  19. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    Not that there were 12 spawns it just that it seemed like you had to pass everyone just to get to the intel room.
     
  20. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Also, the "sewer" path is too long. A path that long should be really powerful, but it goes right through the same atrium all the other paths do.

    Which is may main issue. A single sentry in the atruim can block almost all routes in and out.

    And since i ran from intel to intel without being seen by a single player, raising the floor of the canyon bit might help.
     
    Last edited: Nov 6, 2010