[WIP] CP_Skyline

Discussion in 'WIP (Work in Progress)' started by Zipok, Jul 3, 2008.

  1. Zipok

    Zipok L2: Junior Member

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    Greetings! I'm pretty new to this forum (this being my first post actually,) but this is the website that has helped me the most during my mapping process so far. This is my first ever 3d map, so all criticism / compliments / comments are more than requested!

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    So, I've been quite addicted to the Hammer Editor lately, and I find its usage quite easy after a while, and now I've started doing a map where you capture points similar to the way of TFC Dustbowl and Avanti. By carrying your team's flag to the CP. Despite the bugs in the playmode atm, I want some serious madrushing with the flag, where skills will be rewarded, while newbies still have their chances. So I'm going to give it a try!

    Now I will be explaining the map idea more carefully.

    Important

    The map will be played like dustbowl ( 2 capture points per round ), but there is just the flag you will have to carry to the CP. The basic idea is that the BLU players will have to push upwards while attacking, that's why the location is mainly a skyscraper. The farther the attackers push (round-wise), the more uphill combat it will be for them. You can just figure out how much good movement skills are going to be rewarded here. (You may think that RED has a huge advantage in a map like this, but it has been taken into consideration. They won't win all games by default. :))

    There will be generally one main path for each round, and one easily accessed sidepath, and some others that require imagination and some skills. The BLU players will first have to fight their way to their intel, which is designed to be relatively easy. After that they will have to push to the first CP of the round, which is slightly harder but should be accomplished. Then the flag respawn moves closer to the CP BLU just capped, and the push for last CP may begin!

    Not that important

    Round 1: The map starts out from a garage/storage depot behind a RED skyscraper, and the BLU team will spawn in the depot. The first CP is on the ground level in a small guard shack close to the skyscraper, the second is at the first floor of the building, where the lobby hall is. Here is plainly one main path, but creative and smart BLU players will quickly find much more approaches to breaching the defenses of the RED team other than by pushing the main road.
    After capping them, we move on to the second round, which begins at the second floor of the building.
    This round is ready for alpha testing.

    Round 2: Second & Third floor, here you will have some serious close combat with some good (and well placed) opportunities for longer ranged classes too. Once the third floor has been reached by BLU, new pathways that lie outside the building will become more available for them. There the risk of falling down from the building (and dying instantly) is present. Scouts, soldiers, and demomen specially would like this way of an approach due to their jumping abilities, while the other classes would prefer the safer roads inside, which will also mean somewhat less creativity. Of course ventilation shafts and an elevator exist here too, but there you will have less chances of moving around, and the places you can reach via them are very limited.
    This round is still under editing.

    Round 3: Much more upward -going combat will be coming here, I've got ideas for this round, they are just not finished yet.

    Images

    Some images from round 1:

    BLU team respawn / flag area. You can reach the rooftop of the respawn room via stairs as a BLU player. RED players have to use jumping skills. I'm standing above the RED battlements, on a ventilation shaft. Jumping there requires some imagination, but it is possible and challenging.

    *Deleted most of the images, as they were seriously outdated. Scroll a bit down to see some better and newer images.*
     
    Last edited: Jul 9, 2008
  2. Zipok

    Zipok L2: Junior Member

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    No replies?.. Do I have to add some finely (in my scale) detailed eye-candy pics in order to get replies?
    Well, I'll try to do it with this self-bump that makes me feel somewhat uncomfortable. (Self-bumping no fun.)

    First 3 pictures are from the second round of the map.
    #1 - A dining hall!
    #2 - Taking a look at a kitchen that is currently closed due to the nighttime in the map. You can see the kitchen from the dining hall.
    #3 - A waiting room before an office next to the first CP.
    [​IMG]
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    These 4 are taken from the very new addition to round 1 which gone through some serious changes. The addition is the basement!
    [​IMG]
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    Oh yes, the other parts of the map look much better now, as I just made good use of a tutorial about lightmaps :) thanks to Shmitz for a great tutorial!
     
    Last edited: Jul 9, 2008
  3. cornontheCoD

    cornontheCoD L7: Fancy Member

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    sounds neat. personally I have always been interested in cap points by taking a flag to it, since I never played TFC. should be fun if you do it right.
     
  4. Laz

    Laz L7: Fancy Member

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    looks nice, although I feel those taperacks are a bit out of place in a kitchen ....
     
  5. Zipok

    Zipok L2: Junior Member

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    .. :D

    Those are tapes? I always saw them as steam / water / heatpipes, making them a logical addition to a kitchen like that. :D

    .. But now that you mention, I can see them being tapes. .. lets hope that this illusion fades and they turn back to being pipes.
     
  6. MangyCarface

    aa MangyCarface Mapper

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    The more pictures you post in a WIP thread the more tips/feedback you'll get. Post enough and you'll get downloads and walk-arounds too ;)
    Tip: Bump up your graphics for taking screenshots. Your card does not do your map justice.
     
    • Thanks Thanks x 1
  7. Laz

    Laz L7: Fancy Member

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    they look alot more like tapes for old computers when rendered in game :) they work great near some of those computer panels.
     
  8. Zipok

    Zipok L2: Junior Member

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    Thanks for advice, quite a newbie thing to do to leave the graphics like that while taking screenies. But I am a newbie in mapping. :p Perhaps the "pipes" will look a lot more like tapes too after I tweak my graphics to the max before going to a test-lookaround run, which I will be doing now!

    Edit: HOLY SHIT, how different! They really ARE tapes! Also, turning texture detail from low to very high showed me how ridiculous some of the good-looking things at low texture detail rates look now.. A lot of more work just appeared. :D
     
    Last edited: Jul 7, 2008
  9. Laz

    Laz L7: Fancy Member

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    Try to enjoy it.

    that is all.
     
  10. Open Blade

    Open Blade L7: Fancy Member

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    I'd go with the "inside" fire alarms instead of the mega blast your ear off tornado warning sirens.......hehehe. Good for first time.
     
  11. Zipok

    Zipok L2: Junior Member

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    Added 4 new images portraiting the newly-added basement to my second post.
     
  12. Zipok

    Zipok L2: Junior Member

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    The map didn't play out as I wanted it to, and I don't have any ideas / will to fix it atm, so I'm just announcing that the map won't be released soon / ever. Instead, I've been working on another map lately (the last 2 weeks), and I will be posting a WIP thread about it soon.
    The map (CP_Mountaindepot) is ready for some playtesting already, and I'm really anxious to hear comments about that one. Actually, I'm anticipating the playtests of that new map quite a lot. Just some screenshots first, before posting a WIP thread about it.