CP volkar 2015-09-08

Noob medieval map! lol

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  1. Crash

    aa Crash func_nerd

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    [​IMG]

    From the maker of that one egypt map that sucked and that other really bad one, comes cp_volkar! (working title)

    Medieval gamemode map. Blu team spawns on either side of Red's castle in trojan horses (historical inaccuracy intended) and attacks one of two courtyard control points. The castle is symmetrical, so spawning on either side will put you closer to one of the points, hopefully dividing the forces somewhat and not cause the pouring out effect of degroot where 95% of Blu runs out the same door.

    Capping both points opens two gates leading to a spiral staircase going up the central tower and to the final point, also to Red's spawn. (This may need to get tweaked, we'll see in testing.)

    The goal was to create a map with similar goals as degroot, minus the meat grinder of the front gate and cramped final point.

    And as a reminder, the map is A1 please be aware of this when leaving feedback. Textures are not final, nor anything for that matter really. I'm focusing mostly on gameplay at this point.

    Known issues:
    • Water reflections are messed up due to me tossing only few env_cubemaps around to start with.
    • No spectator cameras, sorry, forgot to put it in before my last last last last final for real this time compile and I've done it enough times already, will be fixed next iteration
    • Two I/O connections that aren't in use but will be later, just placeholders for now
    • My horses are ugly. I know, they are temporary, I'm hoping to get a proper model at some point, or put more time into it myself and propper it.
    • Lighting is a bit dark on the spiral staircases. It should be ok for now, but we'll see.
    • A few dark props that need fixing.
    • I should have probably put markers around the cap points to show where the trigger is.
    • Cubemaps were built after screenshots, sorry.
     
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    Last edited: Mar 23, 2011
  2. Surtr

    Surtr L1: Registered

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    Excellent map idea. Just remember, perseverance is key when mapping. And also remember to love all your haters. Message me when it gets into play test days.

    Cheers.
     
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  3. Warren Moonbeam

    Warren Moonbeam L1: Registered

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    This looks really sweet. I've been waiting for people to make more Medieval TF2 maps!
    Can't wait to play test it :)
     
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  4. Crash

    aa Crash func_nerd

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    Thanks for the support guys. I'll try to get it in a game day soon. I know medieval mode isn't the most popular mode out there, but hopefully my map can help fix some of the things people don't like about degroot. I have my worries about some parts of it, but we'll see in testing.
     
  5. Crash

    aa Crash func_nerd

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    Bonus screenshots:

    [​IMG]

    [​IMG]
    Red spawns above the final point and drops down out of those holes. I'm worried about how this plays out, but we'll see.
     
  6. Mr. Wimples

    Mr. Wimples L6: Sharp Member

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    This gave me a crazy idea:

    1st stage, Trojan Horse is a cart, blu pushes it into the castle.

    2nd stage, Trojan horse is the Blu spawnroom, cap 2 points in a attack/defend fashion.

    DO EET MAN
     
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  7. Kacheeah

    Kacheeah L1: Registered

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    That..would...be..AMAZING!!!!
     
  8. C00Kies

    C00Kies L3: Member

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    YA when i saw the first pic with the horse i though about it too
    that would be pretty cool

    Anyways, looks like a cool map
     
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  9. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Spiral staircases dont always work. People dont like twisting constantly.
     
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  10. Wilson

    aa Wilson Burial by Sleep

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    I beg to differ...

    [​IMG]
     
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  11. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    You just....... you just had to, hey Wilson.

    /facedesk
     
  12. Wilson

    aa Wilson Burial by Sleep

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    It had to be done!
     
  13. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    It feels like there is too much of a sightline between the entrance to the castle and the hourses.....maybe thats just me but I do look forward to playing this ingame.
     
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  14. Remnic

    Remnic L2: Junior Member

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    If I can make a suggestion, since your map features trojan horses, why not change your map's name to cp_troy or cp_trojan? Volkar seems strange tbh.
     
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  15. Crash

    aa Crash func_nerd

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    Yeah it's just a working title for now. It's actually a D&D character I play's name. Heh.

    I had thought about cp_trojan but it almost seems too obvious, ya know?

    There is actually a pretty big hill in between that isn't coming through in the screenshots that well. Hopefully that'll be enough, but I left all the cover pieces as quick dev blocks to see how they play out, I can always move them around if necessary. Also each side has differently laid out cover, so I'm curious how that'll work as well.

    I'm hoping that they are large enough that, with the addition of the platforms at the various levels, there should be enough room that it doesn't feel as bad. Running up as a scout is a bit of a constant twist but most of the other classes didn't feel too bad to me. We'll see.

    It is a cool idea for sure, but I at least want to try this out a few times first. If all else fails I can always go back and modify.

    I wonder how well payload medieval would work...
     
    Last edited: Mar 24, 2011
  16. Leminnes

    aa Leminnes

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    This looks really REALLY underscaled. Unless the screens are unforgiving. But judging by them, you need to multiply everything by like two.
     
  17. Crash

    aa Crash func_nerd

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    It's medieval mode. You don't want as much space as a regular mode, because it's mostly up-close combat. It's got pretty similar distances as degroot. A little larger, actually.

    edit: Also, looking at the screens again, it does look kind of small from the shots. Running around it's fine though, really. The CP's around the central tower are sort of cramped areas, but that is intentional. Things like the trojan horses are pretty huge though. The height of the drops are just about exactly 256 units, if that helps any.
     
    Last edited: Mar 27, 2011
  18. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    i personally dislike 256 unit drops, since you take damage if you jump. But nobody else seems to agree with me on that.

    cp_2horse
     
    Last edited: Mar 27, 2011
  19. Crash

    aa Crash func_nerd

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    cp_2horse1fort

    Yeah, I'm usually not a fan of those types of drops either (I always see people taking damage at the forward spawn on gorge), but I really pushed the height scale. There's actually a playerclip raised up from the landing surface stopping people from taking damage dropping from the red spawn area.

    I have already heard about one problem that might come into play, which the the platforms you drop out onto from the horses are a little too small causing them to be missed occasionally and taking damage. Also dropping from the last cp tower you can occasionally run too far and hit the back lip of it. That should be an easy fix for both, but will come up on gameday.
     
  20. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Honestly? I mind taking fall damage from jumping less when i'm holding a massive sword and jumping out of the side of a horse.
     
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