[WIP] cp_venice

Psyphil

L3: Member
Nov 6, 2007
125
60
This looks like it can become a really nice map and I saw you were unsure where to put your spawns so I thought I would put my 2 cents in.

veniceer4.jpg

My proposition is to change it to a more linear and traditional map. Meaning switch the order of the controlpoints and make CP1/2/4/5 default owned by blu/red in the beginnning. This will make it easier to understand as a beginner and when you try the map out for the first time. As I think the first impression often is the most important, it shouldn't be confusion.
Also I painted some bridges connecting CP3 to CP2/4 and building (a).

Red/Blu's first spawn: This building is a bit back from the capture point but not too far just like in well, badlands or granary. Maybe you could connect the building with the 2 closest to the CP so they come out there instead of in the narrow alley.

Red/Blu's second spawn: The team who ownes CP3 will be rewarding with a forward spawn, having it here will make the walking distance pretty much the same to CP3 as the walking distance from the first spawn to CP2/4 depending on your team.

Red/Blu's third spawn: I thought the second floor (or do you say first?) of building (a) would make a good spawningplace. It would basicly be one spawnroom and depending on the controlpoint situation it would be owned by red, blu or noone.
The only problem with having the spawnroom here would be that it's pretty far to the owned CP at the time (so maybe this is a bad place :p)

This is probably how I would do it but maybe I'm wrong so you should do what you find best to do with your map :D
Good luck! and keep the screenshots coming ;)
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
no updates - just a quick response

My proposition is to change it to a more linear and traditional map. Meaning switch the order of the controlpoints and make CP1/2/4/5 default owned by blu/red in the beginnning. This will make it easier to understand as a beginner and when you try the map out for the first time. As I think the first impression often is the most important, it shouldn't be confusion.
Also I painted some bridges connecting CP3 to CP2/4 and building (a).

Red/Blu's first spawn: This building is a bit back from the capture point but not too far just like in well, badlands or granary. Maybe you could connect the building with the 2 closest to the CP so they come out there instead of in the narrow alley.

Red/Blu's second spawn: The team who ownes CP3 will be rewarding with a forward spawn, having it here will make the walking distance pretty much the same to CP3 as the walking distance from the first spawn to CP2/4 depending on your team.

Red/Blu's third spawn: I thought the second floor (or do you say first?) of building (a) would make a good spawningplace. It would basicly be one spawnroom and depending on the controlpoint situation it would be owned by red, blu or noone.
The only problem with having the spawnroom here would be that it's pretty far to the owned CP at the time (so maybe this is a bad place )

This is probably how I would do it but maybe I'm wrong so you should do what you find best to do with your map
Good luck! and keep the screenshots coming

First of all thanks for the effort. This is definitely an option that would work. I will keep that one open until the first playable version. If I don't get my criss-cross CP-Style working I'll probably change it to something like you illustrated.

Actually I printed out the overview earlier and did some drawings in the university while being bored to death by the basic overview of how operation systems work, which sounds cool, but was presented very poorly by our prof.

I'll upload the sketch later. Gotta study first. Thanks again for your effort. ;-)



UPDATE:

While spending some time mapping again (this time on CP4) I couldn't shake the feeling that the dimensions of my structures are either too big or too small here and there. So before I'll develope the map any further I decided to take a few days to do some recon (flying through finished valve maps looking for similiarities, decompiling them and comparing it to my map. Now before you start screaming:

- I most certainly won't copy parts of any map or steel ideas. I'll just write into my little changes.txt things like "make walls XX units instead of YY units". Though while I'm already browsing through the maps I'll definatly write down some textures I'll think might fit want to test here and there on my map. Gotta make it look like a TF2 Map in the end ;-)

- Now things may set me back a few days, but it'll probably speed up the overall process quite a lot.


New updates will probably come on the weekend. Don't think it'll take me longer to get my game back ^^
 
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laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
First of all thanks for the effort. This is definitely an option that would work. I will keep that one open until the first playable version. If I don't get my criss-cross CP-Style working I'll probably change it to something like you illustrated.

Actually I printed out the overview earlier and did some drawings in the university while being bored to death by the basic overview of how operation systems work, which sounds cool, but was presented very poorly by our prof.

I'll upload the sketch later. Gotta study first. Thanks again for your effort. ;-)



UPDATE:

While spending some time mapping again (this time on CP4) I couldn't shake the feeling that the dimensions of my structures are either too big or too small here and there. So before I'll develope the map any further I decided to take a few days to do some recon (flying through finished valve maps looking for similiarities, decompiling them and comparing it to my map. Now before you start screaming:

- I most certainly won't copy parts of any map or steel ideas. I'll just write into my little changes.txt things like "make walls XX units instead of YY units". Though while I'm already browsing through the maps I'll definatly write down some textures I'll think might fit want to test here and there on my map. Gotta make it look like a TF2 Map in the end ;-)

- Now things may set me back a few days, but it'll probably speed up the overall process quite a lot.


New updates will probably come on the weekend. Don't think it'll take me longer to get my game back ^^
For dimensions I usually place a team_player_spawn. Don't know how correct this is though :eek:hmy:
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
The best to see the dimensions is to just place a prop_dynamic and use a tf2 medic, if he can go trough it everyone else can.

Thanks for the info. I'll definitely try that one out. Though I tend to make it rather too big than too small.

Here's a drawing of the layout of CP5:

- on the left would be CP3
- roof gets steel construction for blue and wood construction for red. both look like they have been added to the buildings afterwards.
- the rest should be clear (I hope ^^)

CP5_layout.jpg


Which makes me ask the question if you guys are even interested in seeing stuff like that? I kinda like keeping you informed of every step of the way. Kinda like you hired me to do the map. :)
 
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Aug 19, 2008
1,011
1,158
its nice seeing a workflow, like the workflow on ctf_aerospace,
its also good to see how many effort and thoughts went into a layout, instead of just having to assume someone turned on hammer and bricked up a quick map.
keep that stuff coming, i like that

for you maps dimensions, you have to take one of the slower classes, and if the length of seems acceptable, stick with it... if you feel your tired feet as heavy after crossing a single room, then reshape your distances. nothing turns players off like miles of walking to the battlegrounds
 

Psyphil

L3: Member
Nov 6, 2007
125
60
It's definitely a good thing to upload and update as much as you do, it's nice to see how the work goes on and the more you show us the more feedback you'll get. (Even though I find the last drawing a bit confusing ;))
 

Captain Planet

L2: Junior Member
Oct 13, 2008
63
5
It's definitely a good thing to upload and update as much as you do

Just dont overflow everyone with 200 screenshots. That always gets me less interested in maps+you can divide the screenshots more making it look like you update it frequently
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
its nice seeing a workflow, like the workflow on ctf_aerospace,
its also good to see how many effort and thoughts went into a layout, instead of just having to assume someone turned on hammer and bricked up a quick map.
keep that stuff coming, i like that

for you maps dimensions, you have to take one of the slower classes, and if the length of seems acceptable, stick with it... if you feel your tired feet as heavy after crossing a single room, then reshape your distances. nothing turns players off like miles of walking to the battlegrounds

a) k, will keep them coming

b) thanks, good tip! Kinda like playing blue heavy on badwater with no engineer :)

It's definitely a good thing to upload and update as much as you do, it's nice to see how the work goes on and the more you show us the more feedback you'll get. (Even though I find the last drawing a bit confusing )

I'll try to even improve my drawings. Promise to use a ruler next time!

Just dont overflow everyone with 200 screenshots. That always gets me less interested in maps+you can divide the screenshots more making it look like you update it frequently

- noted!

I think this is a map i'm looking forward to play...

- Thanks!



As you might see on the screenshots I added I started to implement my drawing. Just the basic structure for now.
I already walked and jumped around in it and I must say I kinda like it (the building not the jumping and walking). Just have to make it prettier.

The screenshots also should explain the drawing.

cp_venice_a10015.jpg


cp_venice_a10016.jpg
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Surely the beams would be metal, not wood?

- Don't know yet. Would have to texture the rest first to see how it looks.

Meanwhile I have finished CP3 completely (right side wasn't mirrored yet) and I'm now focusing on CP4, though I like to also add some details inbetween to shack things up a little.

Screenshot:

- the big tower actually exists in reality in venice though it looks a little different (and isnt finished yet). Looks quite nice with TF2 textures :)

181_full.jpg


Another view with a new bridge from CP5 to CP4.

182_full.jpg


Thats it for today. Tomorrow will come with new updates ;-)
 
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S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
close to the first alpha release

Well,

I'm not getting the first playable alpha done today. Though its already quite close.

Things left to do before alpha release:

- spwan rooms 3 (both teams)
- fill area around CP2 & Cp4 with building
- add water and more water exits
- add water tunnels
- fix known bugs/exploits (only a few)
- add more health and ammo packs
- reduce sniper spots / add some cover (espcially at the coast line)

Here is a new layout shot:

185_full.jpg
 

crazychicken

L2: Junior Member
Feb 14, 2008
92
7
Considering the map is set in such a unique location please dont make it so generic so it is just a 5cp mirror map, they are the most boring uninspired style of map in all of tf2 and the least popular. Mirror maps are awful by and large
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Considering the map is set in such a unique location please dont make it so generic so it is just a 5cp mirror map, they are the most boring uninspired style of map in all of tf2 and the least popular. Mirror maps are awful by and large

You can have a lot of fun on them. Try playing them more often.
 

Tinker

aa
Oct 30, 2008
672
334
Considering the map is set in such a unique location please dont make it so generic so it is just a 5cp mirror map, they are the most boring uninspired style of map in all of tf2 and the least popular. Mirror maps are awful by and large

32 player instantspawn servers are the most popular in TF2 as well. That doesn't necessarily mean they're good :p

And with a setting such as this, you could make both sides look totally different while the playground is the same.
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Light_environment, light_environment...

- added it, looks extremely cool with the tower (upload a shot tomorrow)...removed it again though, because compiling takes longer with it and I'm not yet at the point of lighting the map.

Considering the map is set in such a unique location please dont make it so generic so it is just a 5cp mirror map, they are the most boring uninspired style of map in all of tf2 and the least popular. Mirror maps are awful by and large

well I have to mirror the general structure of the map....but as noted by Tinker the generel look and feel will be quite different. That may also be the hardest part and the biggest challenge of this map.

@Nineaxis:
- I must agree on that one, though they are exceptions. I'm not quite sure, but I think this is also the first map with a W-Layout of the CPs. Please correct my if I'm wrong. Hopefully this will give the map a decent gameplay!

No screens today! Kinda late for me.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Just leave in the environment, and disable vis & rad (or put them on fast, if you really want to test your lighting).
 

Galago

L2: Junior Member
Sep 29, 2008
90
5
This is starting to look awesome. I'm impressed that this is your first TF2 map!