[WIP] CTF_Icefield

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

  1. YM

    aa YM LVL100 YM

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    Holy shindig batman thats aswesome.
     
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  2. drunkie

    drunkie L1: Registered

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    Wow, if thats not scenery that makes you wanna play a custom map over and over I don't know what is.
     
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  3. laghlagh

    laghlagh L6: Sharp Member

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    Amazing! The only thing could be making it look less like 2fort.
     
  4. Dustoxx

    Dustoxx L6: Sharp Member

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    Niceee!
     
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  5. Acegikmo

    aa Acegikmo

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    I can't see why that's a bad thing; 2fort is beautiful :)
     
  6. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    Good lord this map is becoming ever more epic as time goes by! KEEP IT UP! I just want to get in it already! :3
     
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  7. hydrage

    hydrage L1: Registered

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    Mangy, this may have already been mentioned to you before, but I would suggest adding the circular dynamic arrows used on tc_hydro ("models/props_hydro/cap_point_arrow.mdl)". When BLU has the intel, activate the blue arrows and have them point toward RED's base. And when RED has the intel, turn off the blue arrows and turn on the red arrows pointing toward BLU's base.


    Also, whenever a player picks up the intel, I'd suggest using game_text_tf to display a message that effectively says "Take to ENEMY base". A game_text_tf message gets displayed anyway whenever the intel is captured, so this would be somewhat consistent with existing ctf mechanics. If players find it annoying, they can always turn on the Minimal HUD, where it won't show up.


    I like how you've set it up so that the intel automatically drops if a player takes it the wrong way. You might already plan to do this, but I would put some kind of distinct visual feature (such as a door that opens and closes) to better indicate where these intel-dropping barriers are. Also, it's currently possible (in a6, anyway) to go through a short drop-pickup-drop-pickup routine that will let you get the intel past this barrier, and then you can take it all the way into your own base. You might have to do some more design tweaking to prevent this.



    I agree with this too. I know that by default the game uses the term "intelligence" for various messages and displays briefcases on the HUD, which is a bummer for custom mappers. Maybe you could think up some kind of intelligence-related item that players would instinctively know to take to the enemy, rather than to take back home. I don't have any concrete ideas for you, though. Perhaps a "briefcase bomb" or maybe "sham" intelligence.



    I look forward to the beta! :)
     
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  8. oxy

    oxy L5: Dapper Member

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    I like this idea as well. Just remember that you have a paper trail particle emitter when you have the intel so you would have to come up with something to replace that.

     
  9. ChickenHunter

    ChickenHunter L4: Comfortable Member

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    By the power of Greyskull, Its Beautiful!
     
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  10. uma plata

    uma plata L6: Sharp Member

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    Just curious how you guys are coming along with this...
     
  11. MangyCarface

    aa MangyCarface Mapper

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    I've been pumping a lot of hours into it. The entire middle section is detailed, more or less. I'm working on macro detail (hardest part) in the backyards and starting to lay out textures for the interiorwork. I'd post screenshot updates but I don't like to show off macro detail because it's frankly plain. Thank you for the continued interest though :)
     
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  12. Vigilante212

    Vigilante212 L7: Fancy Member

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    The mountains look a bid odd.
     
  13. oxy

    oxy L5: Dapper Member

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    Pics?
     
  14. MangyCarface

    aa MangyCarface Mapper

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    Try to get some compile shots tonight.
    In particular I made the mountainscape more believable.
     
  15. GrimGriz

    GrimGriz L10: Glamorous Member

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    Can we play yet? :)