Footprints/fog from breath are probably effects that aren't going to be possible. We will however be faithfully recreating a snowy version of TF2's theme, with RED being rickety cottages, snow-covered buildings gasping smoke from their askew chimneys, and BLU buildings metallic and concrete, freezerburn evident on their faces, smog pumping out of the various pipes in the background...
It'll be good, even great. But don't expect us to make miracles like snowprints and breath-fog happen...
theydidntnameme,
You bring up a valid point. However, I contend that this is one of those situations where the game design is impeding on map design. The game was designed with only one CTF map in mind- 2fort, whose balconies are relatively close. Therefore, the 2-sticky jump ability of the demoman wasn't an issue when carrying the flag. However, you can even see on ctf_well what a disaster it can be- a demoman can fly over the entire middle, negating any battles there.
If I were to physically disable the demoman with an overpass, the map would immediately suffer visually. Such a barrier would be extremely hard to explain and most likely very ugly. I'm still open to such a solution, but here are the properties of my current one:
-Subtle. You can't feel it very much. It makes you miss the jump by maybe 256 units.
-Only affects players above a normal rocket jump level. Single sticky jumps, horizontally, won't feel the effect.
I may end up creating a custom sign or material to indicate that there's a gust of wind or something, or maybe it's due to the eventual snowfall that will be precipitating downwards, but I think it's a fair solution to make the gameplay better for the 8 other classes that will never feel the affect.
Anyway, keep the comments rolling guys. Especially check out the interior layout. I listened closely to Mr. Casali's advice of "limiting the number of playable areas" so that layout is immediately more intuitive. There is 1 main room with two levels, 2 side rooms, and a few hallways. There are 3 outside areas, with the middle having a bit more complexity. I think you'll also find each route has its own advantages- the right lower entrance for pyros and spies, the top left for soldiers and demos, the upper right and lower left for heavies and their medics. Similarly, the exits into the capture point areas have different advantages; A demoman can remove sentries from the upper left's window, a pyro can flank from the bottom right, a soldier can destroy sentries from upper right with the longer sightlines, and the middle is a good heavy charge zone.