[WIP] Contest map: cp_bloodstained

Discussion in 'WIP (Work in Progress)' started by YM, Jan 30, 2008.

  1. YM

    aa YM LVL100 YM

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    CP_BLOODSTAINED
    ----------About the map----------
    I've been working on this Dustbowl-esque map for around a week now, maybe a little longer, and I've been running it on the Colts Playground server(_a4 is in the rotation) and Its playing well. The very first test we ran was awefull, Blu totaly dominated the Red team and it was hugely unfair. but now I've evened things out a little and its produsing some quite fun games.
    The map is divided into three stages, two Blu held control points in each. The Blu team get 35 seconds (I'm thinking of extending that a wee bit) to set up their defences before the Red team are unleashed on them. Once the Red team capture both control points in an area that round ends and they progress through the map, just like in Dustbowl

    Play it here (its in rotation, ask an admin to queue it up next)
    ------81.19.219.104:27015------


    ----------So far----------
    The first test was terribly biased and not fun.
    Since then I've changed where various ammo packs are, modified layout slightly and made various distances different. I've also added a few extra routes to give the Red team an edge on the Blus.
    The map on rotation is currently on it's 4th itteration which has all three stages almost finalised layout wise and cliff displacements pretty much done up till the last control point.

    ----------The idea----------
    So its like Dustbowl you say?
    And what I have to say back is, yeah, its like Dustbowl. The major difference is its Red attacking a Blu base not the other way around. With Dustbowl and Gravel Pit both being dominatly Red architecture and only Hydro as Blu I felt we needed some more Blu dominant maps.
    "The Blu team have a secret research base in a long winding gorge and the Red team, don't like it, they don't like it one bit. So they act on it."

    ----------Pictures----------

    [​IMG]

    [​IMG]

    [​IMG]
     
  2. YM

    aa YM LVL100 YM

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    [​IMG]
    First control point in the final round (looking from red side)


    [​IMG]
    Second control point in second round (looking from red side)


    [​IMG]
    Second control point in first round (looking from blu side)


    [​IMG]
    First control point in first round (looking from red side)
     
  3. Logo

    Logo L3: Member

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    Looks like you're getting somewhere with it.

    My only question, and hopefully you know this from your playtesting, but from the layouts I see it seems like Stage 1 is going to be the hardest stage for the attackers where Stage 3 would be the easiest (based on alternate routes). Is that the case? What makes the more straightforward Stage 1 easier for the red team?
     
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  4. YM

    aa YM LVL100 YM

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    It seems that at the moment stage 2 is hardest to cap. I'm working on a new layout that will make stage three harder, Its been increased in size since the current version under testing, Its pretty chaotic at the moment. Inittially I desigen the second cp at stage 3 to be the very first CP in round 1, I guess I will have to have a redesign if it stays easiest to cap.
     
  5. Snipergen

    Snipergen L13: Stunning Member

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    I like it. I really really do. From the screenshots I see you thought out some really interesting placement of blocks obstacles and houses.


    Btw what contest?
     
  6. YM

    aa YM LVL100 YM

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    This contest..... The official TF2 mappers contest.

    (I know how much you hate orange maps... lol... so don't worry I'm simply using those blue textures as placeholders!)
    Working on the skybox now (just roughing out some buildings)
     
  7. Snipergen

    Snipergen L13: Stunning Member

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    Ahh right :) hehe.
    And I know, lol, you wouldn't do ever an orange map, its just for playtesting ^^
    Jeez I dunno if I can work on the contest since I have a crysis mapping contest to work on too :(

    Altough... 30 april... I have 30 days. We'll see.
     
  8. DJive

    aa DJive Cake or Death?

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    I vote Youme does a tutorial on how to make great looking displacements heh.

    Ive put so many hours into trying to make rocks look like that.
     
  9. YM

    aa YM LVL100 YM

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    lal, My displacements are terriiiiiible lol. They are only power 2.
    I'll see what I can knock up.
     
  10. Sean of the Dead

    Sean of the Dead L3: Member

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    <sarcasm> im sorry, but that is the worst map i have ever seen. its not anywhere near worthy to be in the contest. it is ugly, the textures are crap, and its totally unoriginal. </sarcasm>
     
    Last edited: Jan 30, 2008
  11. Scotland Tom

    Scotland Tom L6: Sharp Member

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    Way to judge a map before any detail work has been done.

    I think it's obvious that Youme has only done the most basic of work in order to test the flow of the map and the overall gameplay. Details and accurate texturing come later. The map may be a contest map, but Youme certainly hasn't submitted it as a final version.

    From what I can see the layout looks pretty good and should lend itself to some fun gameplay. Nice work so far. I'm anxious to see how it develops.
     
  12. Sean of the Dead

    Sean of the Dead L3: Member

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    i was joking w/ him, since he hates every idea i have :p
     
  13. DJive

    aa DJive Cake or Death?

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    Errmm edited out =)

    [​IMG]
     
    Last edited: Jan 30, 2008
  14. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    I am wondering if the ground is going to see some z-axis action
     
  15. YM

    aa YM LVL100 YM

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    Yes yes, lots of Z-axis action going to happen, well, a little bit anyway. The second stage was suposed to be a concrete floor but i've only just realised I got the texture wrong. Oh well.

    SOTD.... great comments, just great...

    Djive, what did you say? go on, you can tell us
     
  16. Scotland Tom

    Scotland Tom L6: Sharp Member

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    Sorry, SOTD. It's hard to read sarcasm in textual format sometimes. I really couldn't tell.
     
  17. Sean of the Dead

    Sean of the Dead L3: Member

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    no problem xD
     
  18. Narkissus

    Narkissus L5: Dapper Member

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    Next time add /sarcasm at the end so people dont freak.:thumbup:
     
  19. Irksome

    Irksome L1: Registered

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    It looks fantastic, and nonsense, your displacements are great.

    Maybe a Youme tutorial on said displacements is in order, hmm? (Time permitting of course.)

    :thumbup:
     
  20. Varadero_be

    Varadero_be L1: Registered

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    Great job Youme!

    *I love your blue building!* Jocking

    Seriously, seems really well done, I can't wait to test it with all textures and details.