[WIP] CTF_2phort (working title)

Discussion in 'WIP (Work in Progress)' started by Noggin, Jun 25, 2008.

  1. Noggin

    Noggin L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    48
    This is a 2fort/well kinda map, in fact a lot of the areas are copied from 2fort. I may change this depending on playtesting.

    I wanted to have a center section kinda like the original TFC Well
    I may even put the Intel Cap Zone on the battlements like in TFC 2fort.

    Theres a tunnel that goes from the outside hut to close to the intel room, this is sealed by a door that can only be opened from the base side of the door.

    Left to do:

    Mirror red base and convert to blue
    Playtest!
    Add more detail
    Add clip brushes etc
    Optimise

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  2. nossie

    nossie L3: Member

    Messages:
    107
    Positive Ratings:
    4
    this looks really good. i like the capture zone signs :p are those in the sdk? or did u make them?

    the blue base looks to flat i reckon. the hut that u talk about that has the tunnel in it is that the one in the bottom left? (1st pic)

    also on the 4th picture it resembles 2fort too much well i think it does at least :p with the staircase up against the wall... but its up to you

    maybe a overhead shot? to get a ruff idea of how big the map actually is?

    anyway looks like a good map

    nossie

    PS i never played TFC so i dont know what well or 2fort looked like :p
     
  3. Vander

    Vander L8: Fancy Shmancy Member

    Messages:
    507
    Positive Ratings:
    111
    Looking good so far. Looking forward to a play-through.
     
  4. Chilly

    Chilly L6: Sharp Member

    Messages:
    326
    Positive Ratings:
    127
    Very nice so far. Please leave the cap zone at the intel. I've noticed people get confused when they're not in the same location. There's something to be said for simplicity. :)
     
  5. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    I think you should definately scale up the water some more. Other then that, you didnt just copy and past some things from 2fort did you? Did you actually make em from scratch to just look like 2fort areas?
     
  6. Bonafide

    Bonafide L6: Sharp Member

    Messages:
    314
    Positive Ratings:
    25
    got a bsp of this lying around? I want to have a run around.
     
  7. Noggin

    Noggin L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    48
    First of all , there is no blue base yet :) So yeah its kinda flat!

    The basic theme is based on 2fort so a lot of it is copied. The things I lifted directly (is that legal?) are the 3d Skybox from Granary and the Super Control Room from 2fort/Intel.

    Everything else was recreated so I could make it not so tight as 2fort.

    Size wise the bases are the same size as 2fort. From blue battlement to red battlement the distance is about 1/3 longer.

    The water is at 0.5 right now, 0.25 was too rippley, Ill try 1.0

    Also is there a way to make the water less transparent so u cant see where the players are while in there?
     
  8. Noggin

    Noggin L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    48
    Ill have a beta up today, the blue base may have the red wood theme tho until i match the style.
     
  9. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    Just redo the things you lifted directly. Make it your own map rather than Valve's ;)
     
  10. R3dRuM

    R3dRuM L6: Sharp Member

    Messages:
    303
    Positive Ratings:
    19
    original

    looks nicely tf2 themed, hopefully you didn't decompile anything
     
  11. Noggin

    Noggin L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    48
    ok, beta 1 is ready! :)

    http://2phort.notlong.com

    There *may* be an issue with the tunnel door opening/closing but I need peoples to test it too...
     
  12. Noggin

    Noggin L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    48
  13. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    Get it on gameday if you haven't already, mate
     
  14. Open Blade

    Open Blade L7: Fancy Member

    Messages:
    439
    Positive Ratings:
    34
    Nice work. Looks good.
     
  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    Scale down the chicken wire texture, 0.6 is what valve normally uses. Thin out some of the walls perhaps and have smaller trims on your doors. They look huge and make your map feel blocky, even though it kinda is.

    For me there are too many references to well and 2fort, i mean fair enough you are sort of working from them and all but people play enough 2fort and well enough as it is, what with the limited selection of stock maps. I'm not sure it would be as well recieved as it could be if it was a little more original.

    I like the placement of the water moat thing for the blu base. Use a couple more trims on the red side this may liven things up a bit.
     
  16. Noggin

    Noggin L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    48
    b2 is now up for checking out.

    http://2phort.notlong.com

    Various fixes and improvements.

    re: feedback. In time I will change some of the layout so its not TOO similar to 2fort, right now I dont have the time or worthy idea to do that.

    Ive scaled down the chicken wire about and will replace the oversized beams/trim in time.

    Until I can spend some time on improving the map I will wait for playtesting feedback before investing time in detail brushwork.
     
  17. Noggin

    Noggin L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    48
    How does one do that?
     
  18. Bonafide

    Bonafide L6: Sharp Member

    Messages:
    314
    Positive Ratings:
    25
    Its a good map. The first criticism that comes to mind is the dead end that's in the main courtyard inside the base. Its got the vault door. Its pretty annoying running into that room to find there is no way out. I would suggest having a smashed window so you can drop down into the intel room from there.

    Also Im not sure if you did this on purpose but the whole map only has 1 soundscape. I think its 2fort inside. It sounds really weird running around the map hearing the same thing. Especially outside.
     
  19. Noggin

    Noggin L5: Dapper Member

    Messages:
    226
    Positive Ratings:
    48
    That exists already :)

    Ok ill check into that.

    Thanks for the feedback :)
     
  20. Laz

    Laz L7: Fancy Member

    Messages:
    461
    Positive Ratings:
    34
    skybox looks like a copy paste job :)

    other than that some nice touches in there, I like the pipes going in the water on the right side of the blu base.