[WIP] cp_frontier

Discussion in 'WIP (Work in Progress)' started by daemon, Jul 2, 2008.

  1. daemon

    daemon L1: Registered

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    Hello, after a few months and a big fail map, I've been playing with hammer again for the past 2 weeks, and I decided to try again to make a map hehe, hopefully this time will be better.

    UPDATE:
    Changed to Attack/Defend mode
    http://forums.tf2maps.net/downloads.php?do=file&id=468


    Still making changes to the layout and everything, it is very crappy early alpha as of now, just thought it was time to reserve the name hehe.



    Overlooking CP1, blue respawn to right, CP2 to left
    [​IMG]



    Trainyard, blue respawn left, CP1 right
    [​IMG]



    CP2, those 2 holes in the wall lead to red respawn hehe
    [​IMG]



    Layout, red cross = no access =)
    [​IMG]

    That's it for now thanks for watching. :blush:
     
    Last edited: Jul 11, 2008
  2. roninmodern

    roninmodern L3: Member

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    could be interesting. Have to play it to know, though.
     
  3. Bonafide

    Bonafide L6: Sharp Member

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    first point looks great (but still not enough sniper cover, perhaps make a shack to contain the CP) . second point needs some work, I think it being in the middle of an open area like that is a bad idea. Nearly all valve CP (all points on the most popular maps) are in enclosed areas.
     
  4. TotalMark

    TotalMark L6: Sharp Member

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    Seems small to me, needs some cover as Bonafide said.

    Maybe this could be the first round, and you could try to expand it into a true Dustbowl type map with a few more mini stages.
     
  5. daemon

    daemon L1: Registered

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    Hi guys, thanks for your comments, I implemented some changes and I'm releasing alpha 2 version, I hope I pakratted everything ok and did all like it is supposed to.

    I don't know if I will be able to do more stages. At first this was supposed to be an attack/defend map, but it bugged me that there are no sounds available yet, maybe if this is fixed soon I'll change it back and perhaps that way it will be more interesting than a single dustbowl like stage.

    Anyway, here is the current version, its still early alpha but I think i set up everything correctly and should be playable/testable lol.

    Here is the download link, and some more pics.

    DOWNLOAD
    http://forums.tf2maps.net/downloads.php?do=file&id=462

    PICS

    CP2
    [​IMG]


    Trainyard
    [​IMG]


    CP1
    [​IMG]


    View from CP1
    [​IMG]


    View from RED base
    [​IMG]


    Part of RED base indoors
    [​IMG]


    Thanks again for watching.
     
    Last edited: Jul 5, 2008
  6. Laz

    Laz L7: Fancy Member

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  7. daemon

    daemon L1: Registered

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    cp_frontier_a2a

    Updated to cp_frontier_a2a

    Changed game mode to Attack/Defend

    Download
    http://forums.tf2maps.net/downloads.php?do=file&id=468


    Not sure if its cp, ctf, cpctf, ad or wth hehe.

    Frontier - cp_frontier

    ======================================================

    MAP INFORMATION:

    Title: cp_frontier
    Version: Alpha 2.0a
    Filename: cp_frontier_a2a.bsp
    Created By: daemon aka Lacho
    Contact: daemon at www.tf2maps.net
    Type: Attack/Defend. 2 Points(so far), BLU must carry the intelligence and bring it to the capture point, when the first point is captured, time is added to the clock, the second point is unlocked, and a new intelligence briefcase spawns to capture it. When BLU captures both points, the teams are swapped and the round begins again. Setup timer = 60 secs, BLU respawn time <= 5 secs, RED respawn time <= 10 secs, flag return timer = 25 secs, time added for first cap = 7 mins.
    Web: http://www.tf2maps.net
    Compile Date: 7/10/2008
    Development Cycle: Alpha 1 -> Alpha 2

    ======================================================

    ALPHA2 2.0 CHANGES/FIXES:

    - Changed game mode to Attack/Defend
    - Tweaks to respawn times(lowered for faster paced action)
    - Minor layout modifications
    - Added more ammo and health packs
    - Added playerclips
    - Added Lights
    - Added cover for CPs
    - Placed textures(temporal)
    - Included custom announcer sounds
    - Basic signaling

    ======================================================

    DEVELOPMENT:

    Program: Hammer
    Known Bugs: Player who caps intel gets 30 kills added to his current game stats(but points are not awarded, and therefore don't alter account stats).
    HDR: Yes
    Compile PC: Intel E2160, 2GB RAM

    ======================================================

    THANKS/CREDITS TO:

    Scott Petty aka Buddikaman (Buddikaman@yahoo.com) for the toilet model
    oxy for the ambulance model
    J Theory aka Brainsample for the police car model
    aerial for the sliding door prefab
    Shmitz for the tf2maps posters
    R3dRuM for the stone wall texture
    VilePickle for this readme template =)
    www.tf2maps.net for the help and tutorials
     
    Last edited: Jul 11, 2008
  8. MrAlBobo

    MrAlBobo L13: Stunning Member

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    so...model textures were missing...just pointing it out...

    As for gameplay...i dont know...it just seemed very easy for scouts, and in the brief time playing as engie I didn't really see any good sentry spots near either of the points.

    And...just wondering...does that shimmering spot do anything? I kinda expected to get killed the 1st time i passed through...
     
  9. daemon

    daemon L1: Registered

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    Thanks man, I'll try to improve that.

    The shimmering thing is env_dustmotes or something, just was testing how it worked/looked.

    For the models I don't know what I did wrong, all the model files are pakratted in the map file, is there any other step to take?

    Thanks.
     
  10. MrAlBobo

    MrAlBobo L13: Stunning Member

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    oh right, someone explained this in the game, apparently pakrat does not add the model textures automatically and you need to do it manually