[WIP] CTF_Icefield

Discussion in 'WIP (Work in Progress)' started by MangyCarface, Jan 30, 2009.

  1. MangyCarface

    aa MangyCarface Mapper

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    Part 1 of 2 in a mappack by Acegikmo and MangyCarface

    MAP: Icefield
    Version
    Author: MangyCarface, Acegikmo
    Gameplay: An "invasion" type symmetrical CTF map. Players take the intelligence from their resupply room to their opponents' capture point to score.
    Description:

    2fort is a stalemating, frustrating mess that scales poorly with 32 players; the outside has limited options; the inside, frustrating sentry locations.
    To solve these problems, Icefield is designed with a more varied, open center with opportunities for all classes to shine; the interior has several unique options for invading players to take down difficult sentry locations.

    Players spawn with the enemy's intelligence in their resupply room, immediately allowing a player to grab it, and his teammates to form an escort group around him. Confrontations with intelligence players are therefore much more intense than 2fort or well, as you may encounter them anywhere in the map. Expect to see battles where both intel carriers have to fight to the death for the next point. Teamwork is the only overpowered aspect in this map- sticking together a la L4D will quickly ensure a victory, but care must be taken to actively defend.

    Time starts at 6:30, capped at 7, and 1:30 is added for each successful capture. Demo/soldier jumps in the middle are are limited by a slight push downwards to prevent unfair situations in which the intel is hopped balcony to balcony. Intel is returned to resupplys after 40 seconds- no one likes camping the intel for a minute in 2fort.

    This map is currently in alpha. Nothing is set in stone, and all graphical errors take a sideline while gameplay is refined. Please enjoy!

    Screenshots:

    Red base/capture point:
    [​IMG]

    Top view of center area:
    [​IMG]

    Center area viewing RED side:
    [​IMG]


    DOWNLOAD LINK
     
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  2. Acegikmo

    aa Acegikmo

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    You were really fast with this layout.
    I hope we can finish the second map at the same time ;)
     
  3. HeaH

    HeaH L8: Fancy Shmancy Member

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    Actually I like the CTF mode when it's played on good maps like... Aerospace! :p I can't wait to try this out!
     
  4. Ravidge

    aa Ravidge Grand Vizier

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    Played this, great fun.. I still haven't memorized the entire layout so I can't play it as well as I want to yet.
    I played sniper for a little while and shooting from the exit with the bridge you get a wide and nice sightline. might be a little too good tho... you should somehow force the sniper to move around more if he wants to have a better view... Don't get me wrong here, snipers should have spots that are great for sniping but atm some spots are a little more than just great.

    Also I got this flag bug, might just have been on my laggy end, happened twice.
    http://i305.photobucket.com/albums/nn220/Ravidge/tf2/ctf_icefield_a10000.jpg
     
    Last edited: Jan 30, 2009
  5. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Interesting layout. Can't wait to see how you pull off a snow enviornment.
     
  6. dirtyminuth

    dirtyminuth L5: Dapper Member

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    I'm anxious to see what sort of winter effects you can pull off. Ice, ice floes, icicles, snow drifts, snowmen, an errant plow, cavemen trapped in the ice, etc. You've got a great opportunity to capitalize on a rarely-used theme!
     
  7. Acegikmo

    aa Acegikmo

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    I had worked on my snow environment for a while before mangy and I decided to release two maps in this theme.
    I will probably make a thread about it once we've detailed both of the maps.
    Here are some screenshots of a few tests I made so far:

    [​IMG]
    [​IMG]
    [​IMG]
     
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  8. MangyCarface

    aa MangyCarface Mapper

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    Icefield will be capitalizing on Ace's excellent array of textures. BLU and RED will both get different themes, but maintain the overall look of RED and BLU as demonstrated in the last two pictures. The ice will be used in the middle to look like a crunched up ice flow.
     
  9. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    HOLY CRAP. You guys are amazing! I've been waiting patiently with waiting rapture for the mapper(s) who are first to achieve a map of such quality with the snow theme!

    Those screens are FANTASTIC ace! I can't wait to see them in action! The 2nd screen is really amazing, great job.
     
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  10. Rexy

    aa Rexy The Kwisatz Haderach

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    I agree that 2fort is a stalemating mess.
     
  11. MangyCarface

    aa MangyCarface Mapper

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    Cerious, this map is possibly better optimized than 2fort already... and this is with basic planning and hint brushes. Expect similar framerates with an extraordinary amount of detail.
    Also, not a fan of gydan personally. And as Acegikmo and I mentioned, this is a 2 map map pack.

    The possibility of griefing exists as much in 2fort as it does in icefield. If a player decides to sit around with the intel, then yes, the game will go poorly. It's a shame, but it's what it is. A helpful admin will slay them instantly.

    Edit: just realized you said you'd grief. Therefore you're a big old faggot and I'll probably ignore any feedback you offer, sorry mate
     
    Last edited: Jan 30, 2009
  12. drunkie

    drunkie L1: Registered

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    When I was thinking about doing an assault map, I had thought that you would want to make the flag do damage to the carrier. This would not only hopefully alleviate the greifing (maybe doing less damage the further you get away from it's spawn point), but would also force the team to work together more with the medic needing to heal the target. Who knows tho :(

    Love those screens tho, the metal building is just amazing imo.
     
  13. Cerious

    Cerious L7: Fancy Member

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    The problem with ctf style gameplay, or any kind of symmetrical gameplay for that matter, is that a team can either push or defend. Most teams will turtle, causing an endless stalemate. Placing the intel in the spawnroom to bring it to the opposing base won't do much to alleviate this problem, as a team will still turtle. This is more like Hydro style. In Hydro, you have to invade the enemy base and stand on the point, while you also defend your own point or else the enemy can sneakily cap. This map is fundamentally similar. I can't wait to see how it turns out visually, but the gameplay is pretty much to confirmed to be an utter shitfest as it stands right now.
     
    Last edited: Jan 31, 2009
  14. theydidntnameme

    theydidntnameme L1: Registered

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    hey man! this is looking great! i love ctf maps! im also a fan of it being reverse ctf. as a matter of fact im working on my own reverse ctf type map. i admit i havent played your map yet, but i do have one small piece of feedback i hope you take into consideration.



    i would highly suggest against using this artificial barrier to maintain your vision of game flow. a better solution would be to create an overpass so the players can see that they cannot physically complete the jump, or to reproportion the map so such jumps are unattainable. please read all of the following quote, its an excerpt from a professional level designer that talks about this situation of altering the game design for the sake of level design:



    hope you take this into consideration! i am very excited for this map:thumbup:
     
  15. laghlagh

    laghlagh L6: Sharp Member

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    Wow, that's very inspiring!
     
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  16. Acegikmo

    aa Acegikmo

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    When we release the mappack we'll probably release the materials too. :)
     
  17. Zeewier

    Zeewier L9: Fashionable Member

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    t looks like you reskinned the grass for the snow blend? (the egdes look like the edges of a grass blend)
     
  18. DaBeatzProject

    aa DaBeatzProject

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    Wow Mangy, can't wait to see how it'll look when it's detailed!
    And for the detailing; what about using some of these? [​IMG]
    But I've no idea what they're called in english :D
    Keep on the good work with this theme guys! :thumbup1:

    DBP
     
  19. Acegikmo

    aa Acegikmo

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    Yeah, I used the same blend modulator texture as in the grass. I think it gives the snow a frosty look.
    But right now both of our maps (ctf_icefield and cp_frostbrew) are still in alpha versions. But when we start detailing we'll experiment some more with texturing and see what looks best.

    That would be icicles :)
    Like I said; we'll look into it once we detail the maps
     
  20. Zeewier

    Zeewier L9: Fashionable Member

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    Is there already a way to show footprints in the snow?

    I know that there is an error where tf2 fails to load some kind of footprint (from my understanding) material...
    EDIT:
    http://forums.tf2maps.net/showthread.php?t=4548

    You could try creating that file and see what happens with snow textures :)
    (or maybe i should do it myself :p)

    EDIT2: I did some research; there is something in the GCF :/ *continues*

    EDIT3/4: It seems to refer to a left and right version of a footprint, that points to an to me unknown decal in the file decals_mod2x.vtf
     
    Last edited: Jan 31, 2009