[WIP]cp_clashofthetitans

Discussion in 'WIP (Work in Progress)' started by vonDelson, Oct 13, 2008.

  1. vonDelson

    vonDelson L1: Registered

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    Okay... it's time for the beta 4 release of my map, cp_clashtofthetitans_b4!

    Since the beta 1 release of this map a few weeks ago, I've implemented a lot of changes. I posted the beta 3 release in the download section of tf2maps.net some time ago, but I had a problem with posting on this forum, so I couldn't ask you guys what you thought of the new 'direction' of my map. I hope some of you can take a look at the map and tell me what you think. It will really be appreciated.

    Things to do:
    - Tweak the cliff surrounding the map
    - Some optimizing
    - Fix some 'flickering' models
    - Removing 2 or 4 CP's
    - Adding some more detail

    When it's done, I want to make a CTF version of the map.

    I would really like to playtest the map on a server with a few players. I've read that Colt Seavers is willing to test these kind of beta maps on his server? Maybe somebody knows another website/gamehost that I could contact. Thanks in advance.

    Greets,
    vonDelson
     
  2. vonDelson

    vonDelson L1: Registered

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    Some more screenshots...
     
  3. Bonafide

    Bonafide L6: Sharp Member

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    looks like a prison. Is that what you were going for?
     
  4. Psyphil

    Psyphil L3: Member

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    I think this map would make a great "Circle Control Point" map. There's only one map like that right now that I know of, cp_circlejerk.

    Just a thought :)
     
  5. Shadowfield

    Shadowfield L2: Junior Member

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    this map looks like it could be tons of fun with low gravity.
     
  6. luxatile

    aa luxatile deer

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    Very interesting. Looks like there isn't any main path to follow, so it seems a bit easy to get lost...

    Also, please please please get rid of the HL2 stuff. The dead trees, for example, and I think the roof textures too. If something looks like Valve wouldn't put it in a TF2 map, it probably isn't supposed to be in TF2 either.
     
  7. Dox

    Dox L8: Fancy Shmancy Member

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    Big improvements from the last version I saw, starting to come away from a "my first map".
     
  8. vonDelson

    vonDelson L1: Registered

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    @Bonafide:
    No, it maybe has a slight resemblance with a prison, but it isn't a prison.

    @Psyphil:
    I haven't played that map, but I think I know what you mean. I think the layout of my map should be changed a lot to make it into such a map. Probably too much work because I really want to finish this one first. Thanks anyway.

    @Shadowfield:
    It could be a lot of fun. But I guess low gravity is a server-side option? The roof is pretty high, so it should work well.

    @MrMuffinMan:
    No, there is no main path. Just a big arena where one can roam freely and frag. The map isn't that big, and both sides a mirrored, so getting lost really is hard. And there are lots of decals to guide you to the red/blue base.

    About the HL2 textures/models. It's probably a matter of taste. Getting rid of the trees results in losing scenery/details, and that's one of the things my previous betas were lacking off. I also tried different roof textures, but didn't find anything else that fitted the map style.

    @Dox:
    Thanks! I'm still learning each time I work on it. Hope to finish it soon and begin on my second map (I have a good idea for it).
     
  9. What Is Schwa

    What Is Schwa L6: Sharp Member

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    the ccp mechanics are kinda screwy.

    If you want help lemme know.
     
  10. Shadowfield

    Shadowfield L2: Junior Member

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    but it does look really fun. I love these more open maps.
     
  11. vonDelson

    vonDelson L1: Registered

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    What do you mean with CCP mechanics? :blushing:
     
  12. Uriak

    Uriak L8: Fancy Shmancy Member

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    He means the gameplay mechanics of the circular copntrol point mode : how capture and spawn are handled, etc.