*WIP* cp_silo (if name taken will rename)

Discussion in 'Mapping Questions & Discussion' started by Tehpwnzer, Jun 15, 2011.

  1. Tehpwnzer

    Tehpwnzer L1: Registered

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    !!!!!This is a work in progress!!!!

    Idea: I first got the idea from because I was thinking of making a TF2 map that was fairly balanced and introduced newer strategies proposed to a team that was never done before. The silo part comes in from my dad and I thought about buying a missle silo for 180k in kansas and I saw alot about it and It looked like a fun map to play on if it was in tf2.

    Gameplay and scenario:

    Starting off, Blu is infiltrating a Red silo(presumed to be nuclear).
    It starts off with red getting their normal time to set up along 2 main road/towns
    Blu has a slight advantage here with the use of teamwork and well planned ubers. If blu can make it past the main line of defenses and to the point they are in the clear(there is no doubt they wont get this point on a 20-30 min limit).

    After they capture the first point they gain access to the silo base's underground tunnels and plot of land on the surface with the few scattered buildings and armories.
    Blue can go for point 2 or 3, If they go for 2 they will be able to move on to the silo, if they capture 3 first and hold it(3 can be recaptured by the reds) they will be able to surround the underground part of red's above and underground living quarters and armory(point 2). If they tough out point 2 without point 3 they can move on to point 4 which has 2 access points without point 3. The ramp down(camp fest) or jeep and supply entrance (easy sniping spot) so they can tough out to point 4/5 which are down underground in the silo and under or they can capture and sacrafice a couple members to defend 3 and move on to the newly 5 entrances point 4 and 5 ( blast doors, silo doors, main elevator, Supply elevator.

    Extras to include into the map: the supply room will be a fight carried out toward the main control panel and the last control point. the supply room will be 1 of 3 supply rooms and will have alot of logistics spawning every so often in the room, so it will be tough without the control of point.

    the second supply room will be down the main supply tunnel on the near top of the silo, the last will be a side room under the silo, with direct tunnel access from the last and access from the silo.

    I believe this map when I'm done will be a very strategical and tactical map because of Where people would choose to fight, it would force people to communicate to an extent as well(kinda like how people may see me communicate on warpath*move up!, I'mma breach anyone in? we could use a few, we could use a medi,* thats an example of the communication between teamates that would go on, even then it's a very good map design that im working on.



    MEDIA AND EXTRAS:


    stage 1 concept 1 image: http://www.mediafire.com/?39aq84sqdo67slh
    [​IMG]

    stage 1 will in a nutshell be a cqb utilizing map with plenty of ambush zones and rocket/sticky jump areas. the scout/sniper loves this map. besides the CQB there will be vast open areas which will put the other classes to their use. the tunnels and the buildings will allow for the heavier classes and slower classes to take advantage of the medium range warfare while letting the other classes battle for the roofs/walkways providing each class their own strategy.

    Also don't think because I use paint I'm un proffesional. I think photoshop is a pain in the butthole for simple concept images.

    http://www.mediafire.com/?006dfmrbxfr7otl
    [​IMG]

    1st preview of outside of blue spawn. Very bland but first preview i could get just to show some progress, I just made this about 10 mins ago so...heh.

    The wood platform is where a building will be and behind it on a hill will be red control point and far behind that red's spawn


    This is actually my first release of a custom map, I made maps a few years ago for a lan server between friends in real life and thats it so I plan this to be a work of art.
    If you need to contact me or have a question or comment or just general suggestions/opinions my steam community page is: http://steamcommunity.com/id/tehpwnzerrr

    UPDATE: I just started working on some more stuff to the map and my hammer broke, I'm reinstalling everything and keeping a safe copy will get an early start tommorow morning.
     
    Last edited: Jun 16, 2011
  2. Prestige

    aa Prestige im not gay anymore

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    sounds really complicated. maybe too complicated for tf2.
     
  3. C00Kies

    C00Kies L3: Member

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    I always thought the same way when I saw the missile silos

    Dose sound complicated though... I like the idea of starting in a small town and moving into the silo. Ever though of making it multi-staged?

    -Good luck with this...custom game modes are fun to get intoXD
     
  4. Tehpwnzer

    Tehpwnzer L1: Registered

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    Thanks for the support, I just hit a roadblock though, My hammer is being a piece of crap atm, won't let me use func_regenerate or any of the CP entities
    I'll ignore that for now, I'll just work on the map itself, but if you know a solution please send me a message.
     
    Last edited: Jun 15, 2011
  5. Wilson

    aa Wilson Burial by Sleep

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  6. C00Kies

    C00Kies L3: Member

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    Dose hammer crash when you make a funk_regenerate? Its happened to me before with brush entitys, I think its just a random crash. Just try it again and it should work (save before you make one and you feel like it may crash). If it crashes again, I don't know what to tell you...
     
  7. Tehpwnzer

    Tehpwnzer L1: Registered

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    No, I mean It doesn't crash. I reinstalled hammer refreshed, infact, it doesn't even have "func_regenerate" or any of the cp entities in the list. when I use func_regenerate even though it shows in hammer that it is non existent it just deletes the entity.

    I dont know what the problem could be but, I'll have to work on the name.
    edit: just did a search, bold and italic ones are taken

    cp_siloassault
    cp_assaultsilo
    cp_launch(most likely taken)
    cp_silo-a(lol)
    cp_titan
    cp_countdown (thats decent and it fits)
    cp_missle
    cp_infiltrate

    And I may make it in stages because I want the map to have alot of realistic parts in it. plus the massive size it would have to be.


    And it's not too complicated, just the way I put it because I don't have any media except for this first concept paint picture that I made a week ago.
    ATM: I'm working on some new concept pictures of the map.
     
    Last edited: Jun 15, 2011
  8. Wilson

    aa Wilson Burial by Sleep

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    Just use search maps function on tf2stats to find out if the name is taken.
     
  9. Tehpwnzer

    Tehpwnzer L1: Registered

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    I did, cp_infiltrate, cp_missle, cp_silo-a, the most likely canidates are available
     
  10. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    I love the idea that some points give advantages towards blu rather than actually counting towards a win.

    Kinda makes me think of steel but with all points unlocked in groups at a faster speed.

    Also i'd definetely go multistage if your not already because otherwise a human error fault with the parameter confusion may occur.
     
  11. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    I love the idea that some points give advantages towards blu rather than actually counting towards a win.

    Kinda makes me think of steel but with all points unlocked in groups at a faster speed.

    Also i'd definetely go multistage if your not already because otherwise a human error fault with the parameter confusion may occur.
     
  12. Tehpwnzer

    Tehpwnzer L1: Registered

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    I am going multi staged, I recently posted a concept image of the first and simplest stage made in paint :3

    I'm going to work on the map soon after i fix the hammer problem though
     
  13. Empyre

    Empyre L6: Sharp Member

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    Did you set Hammer up for TF2? It might be set for another game that doesn't have those entities. Also, if you haven't already, get A Boojum Snark's Resource Pack, in a sticky in the Tutorials forum.
     
  14. Tehpwnzer

    Tehpwnzer L1: Registered

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    Yes I did, I always do as I dont make maps for css anymore, and thanks for telling me about the pack that will definitely help if I get hammer to work.
     
  15. Empyre

    Empyre L6: Sharp Member

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    That pack just might help get Hammer to work, with its custom FGD telling it what entities there are.
     
  16. Sergis

    aa Sergis L666: ])oo]v[

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    i hope you have taken into account the possibility of RED using teamwork as well :p
    what this mean? 30+ minutes to cap a point (i hope not) or 30+ minutes to figure out a tactic (which is unlikely to happen?)
    so
    cp1 is capped first, unlocking cp2 and cp3
    cp2 unlocks cp4 and cp5
    cp3 makes capping cp4 and cp5 easier, is recapturable

    did i get it right?
    im not sure if a recapturable point in ad will be understood and liked. and if cp4 and cp5 are unlocked at the same time, with cp3 that will make 3 points in play simultaneously, which might split teams too much


    i hope the map will play fine without using any special tactics. otherwise said special tactics will never be learned. official maps have guarantee of getting played, but with customs people can just say "fuck this shit, i dont get it" and never consider the map again.

    using paint isnt unprofessional. saving a bmp instead of jpg might be :p
     
  17. Tehpwnzer

    Tehpwnzer L1: Registered

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    Haha, the jpg comment made my day, I got hammer working, had to fix a few of STEAM'S mistakes.
    I just don't see the point in saving it as something that lowers the quality for later edit or taking my 3rd of a second to type in .jpg at the end. Eitherway, you got my original idea correct. However, I am making it multistaged with stage 2 and 3 envolving the silo.

    When I get to a point where all is balanced, I'm going to propose the finished product to a couple of big custom server communities, and valve if the map is popular and well made(which it will be).

    I just got back from my daily exercise and thought what may have gone wrong, so I fixed the file and now it works. I'm going to resume work on the map and hopefully by the end of next week I'll have an "orange" version of atleast stage 1 and 2 and part of 3

    to the on a 20-30 minute limit, I meant like I doubt red could hold the 1 point for over several minutes
     
    Last edited: Jun 15, 2011
  18. Tehpwnzer

    Tehpwnzer L1: Registered

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    Doublepost because of ie failure d:
     
    Last edited: Jun 15, 2011
  19. Tehpwnzer

    Tehpwnzer L1: Registered

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    Heh, I got into a recent habit of decorating every section I work on, I don't it will be an "orange map(devmap)" that will come out first, maybe a semi final finish (haha).


    Eitherway I'm going to get alot done today with my hammer being fixed. I'll probrabaly get the first set of dev. pictures out by the end of today or tommorow.
     
  20. Tehpwnzer

    Tehpwnzer L1: Registered

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    http://www.mediafire.com/?006dfmrbxfr7otl
    [​IMG]

    1st preview of outside of blue spawn. Very bland but first preview i could get just to show some progress, I just made this about 10 mins ago so...heh.

    The wood platform is where a building will be and behind it on a hill will be red control point and far behind that red's spawn