[WIP] ctf_downpour

Feb 14, 2008
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It looks much more like a blu base now. Nice one :)

Thanks! Now, it's onto the RED base although inspiration is coming more slowly than I thought...
 
Feb 14, 2008
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The red spawn, a little more spytechy than BLU's spawn.

downpour_b3_base_red_c20002.jpg
 
Feb 14, 2008
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downpour_b3_base_red_c20005.jpg


Outside the RED spawn.
 

Ida

deer
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Jan 6, 2008
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Very nice detailing as always. I can't help but dislike that board next to the Resupply sign, though. I mean, what's its purpose? :p
 
Feb 14, 2008
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I'm guessing it supports the roof, plus it lets me put that resupply sign at a funny angle :D
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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I'm guessing it supports the roof, plus it lets me put that resupply sign at a funny angle :D

I like it. We don't see enough non-parallel geometry in maps. I especially like the metal beam texture on the sides of the roof, that's a really nice touch :) Keep up the good work m8.
 
Feb 14, 2008
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Thanks Immortal-D :D

At the moment I'm switching between TOTALLY redoing the displacements, and detailing the RED base.
 
Feb 14, 2008
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A little comparison of both bases in Hammer:

sidebyside.jpg
 
Feb 14, 2008
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I've done the outside of the RED base, not especially happy with the gold yet:

downpour_b3_base_red_c20000-1.jpg


downpour_b3_base_red_c20001-1.jpg


downpour_b3_base_red_c20002-1.jpg


Now the interior decoration begins, then it's on to the middle part, I might release a half-devved up version for play testing, although probably only privately. Those light_glows coming through the wood, might be because it's a func_detail, might have to look into it.
 
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YM

LVL100 YM
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Dec 5, 2007
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Whats the ambiant colour you're using for your light_environemnt? it looks like everything in shadows is very very red and it looks a little odd, perhaps its just a little dark in those areas (perhaps add some wall mounted lamps with light_spots to brighten stuff up a bit)
 
Feb 14, 2008
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Whats the ambiant colour you're using for your light_environemnt? it looks like everything in shadows is very very red and it looks a little odd, perhaps its just a little dark in those areas (perhaps add some wall mounted lamps with light_spots to brighten stuff up a bit)

As far as I can remember it's the default gold rush one, although I might've changed it, I'll check it out.
 
Feb 14, 2008
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downpour_b3_base_red_c20004-1.jpg


Too many wires?
 

Ida

deer
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Jan 6, 2008
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Maybe not exactly too many (lots of wires can look nice in some cases), but I'd say it's a bit too clustered.
 
Feb 14, 2008
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An update:
I've finished the RED base (virtually, still some areas need touching up), and I've put both the bases in the same map, which allows me to add a 3d skybox to the map. I apologies that the middle is missing (because I havent made it yet, nor are the cliff faces representative of the detail in that area, they are just placeholders). Here's some screenshots of what I've done:

ctf_downpour_playtest1_c10000.jpg


ctf_downpour_playtest1_c10001.jpg


ctf_downpour_playtest1_c10002.jpg


ctf_downpour_playtest1_c10003.jpg


ctf_downpour_playtest1_c10004.jpg


ctf_downpour_playtest1_c10005.jpg


ctf_downpour_playtest1_c10006.jpg


ctf_downpour_playtest1_c10007.jpg


ctf_downpour_playtest1_c10008.jpg


I take note that the skybox, even by most standards is a bit rubbish, but I've got some work to do on it still.
 

Gadligg

L1: Registered
Aug 28, 2008
4
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I like it so far, but the florescent lights look strange with the green.
 
Feb 14, 2008
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Yeah, I'm going to try and change it to a lighter colour. I'm colourblind you see :D
 
Feb 14, 2008
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I'm entering the playtesting phase of making the map now, with the map fully playable I'm just ironing out bugs and gameplay issues at the moment.
 
Feb 14, 2008
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BETA 3 Released

README
------------------------
CTF_DOWNPOUR BETA 3
(ctf_downpour_b3)

Gametype: CTF
Players: 16-24
Scoring mode: 1 point per flag captured
Author: Alex "Randdalf" Gulliver
E-mail: randdalf@gmail.com

___________________________________
Map description

A standard CTF map for Team Fortress 2. RED and BLU must capture each other's flags 3 times to win the round.

Each capture adds time to the timer, which starts lower than typical CTF maps

___________________________________
Recommended config file

default config

___________________________________
Revision History

Beta 3 released:-
- Removed rising water (this will remain in an alternative release included with the final map)
- Complete visual overhaul
- Tunnel exit moved forwards under main building
- Sniper deck's back walls removed allowing view over area below
- New exit added to intel room
- Health and ammo added to tunnels
- New central building added with full health pack and 2 medium ammo packs
- Spawns now function flawlessly

Beta 2 released:-
- Several cubemap problems fixed
- Fixed problems with rising water

Beta 1 released:-
- Initial release

___________________________________
Known Issues

* Some displacements are not sewn correctly under the RED base, meaning you can glimpse under the map
* Map is not fully detailed yet in the middle area,
* Map was not compiled with playerclipping in some areas

___________________________________
Thanks

All members of www.tf2maps.net, WtFC, Control Point and CP Phoenix Squad.

___________________________________

Flickr set: http://www.flickr.com/photos/30879772@N03/sets/72157607536809568/
FPSBanana: http://www.fpsbanana.com/maps/67279
 
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Aug 19, 2008
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looks great,
but i have to moan on one thing, the stuff above the cp, all the oildrums, tires,beams, models etc is way too heavy to be hold by a thin layer of wire :D, try making some more beams, so that it becomes more believeable