WiP CTF_TheLimit

Discussion in 'WIP (Work in Progress)' started by TotalMark, Mar 13, 2008.

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  1. TotalMark

    TotalMark L6: Sharp Member

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    Well I guess I should make one of these for my map.

    [​IMG]
    Showing the outbuilding and the entrance. The "elephant door" is to prevent sniping.
    [​IMG]
    Showing the detail area for this end of the map, plus the sewer entrance.
    [​IMG]
    Most of the Blu players will start here.

    Forgive the low quality, I have a slow CPU.

    The intent was to make a new version of CTF_Push, but it has obviously gotten much larger than that.

    A non-aligned Intel case is at a warehouse, a team must grab this case, and run it into the enemy base to capture it.

    Here's the link to some other pics of it.http://s261.photobucket.com/albums/ii79/TotalMark/CTF_The_Limit/
     
    Last edited: Mar 13, 2008
  2. drp

    aa drp

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    its a good start. the first pic does look a little open. tf2 doesnt really work well in open spaces. other than that, i think its good.


    ps. what kind of cpu do you have?
     
  3. DJive

    aa DJive Cake or Death?

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    agreed with Pepper;

    Bruash work looks good, but all the pictures lack detail and props to make it feel less "large" which can hurt pyros/medics/heavys.

    Also the displacement rocks, raise the texture scale from .25 to around .45 or .55 to make it look a little more real and not so repetitive.

    awesome job so far!
     
  4. TotalMark

    TotalMark L6: Sharp Member

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    I figured it looked a little vast, but I'm not sure how to close it off. Maybe some more outbuildings or some walls/barricades?

    I'll try some of those corrugated metal pieces they used in TC_Hydro, also maybe some hills that look like gravel piles.


    These are my CPU specs, I've had to really turn down the settings to get a decent FPS.

    Sony VAIO

    Pentium 4 2.41 gHz
    760 MB RAM
    PCI GeForce FX5200 with 128MB

    I can't afford anything better.
     
  5. R3dRuM

    R3dRuM L6: Sharp Member

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    Looks pretty good, i loved the ctf_push so i bet this one will be better
     
  6. TotalMark

    TotalMark L6: Sharp Member

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    [​IMG]
    Blu's yard now has some props to hide behind,
    [​IMG]
    and so does Red's.
    [​IMG]
    Blu's base just had openings, so I added these doors.

    There's also more, but I chose the ones that show the progress on the props/ hiding places.

    I'm working on a laser field for Blu's base, and the equivalent for Red's base. They will prevent the enemy from just running straight into the cap room.
     
  7. MangyCarface

    aa MangyCarface Mapper

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    Great improvements! The props and the gravel piles should help you decide which way to take the entire map in terms of art, as well.
     
  8. ZargonX

    ZargonX L3: Member

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    Yeah, those props look like they will really help keep things from being too much of a slaughter field. Nice work.
     
  9. TotalMark

    TotalMark L6: Sharp Member

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    [​IMG]
    3D Skybox Time!!!I know, the textures aren't aligned, I'll work on it.
    [​IMG]
    [​IMG]
    Missile Command: Red Base
     
  10. DJive

    aa DJive Cake or Death?

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    i think you do displacements better then i do =(

    looking good so far =) any pictures from inside the base yet?
     
  11. TotalMark

    TotalMark L6: Sharp Member

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    [​IMG]
    Here is an overview of the entire map! This is from earlier, but not much has changed since then.
    [​IMG]
    Each base has "fake" rooms that add detail, like in the stock maps.
    [​IMG]
    [​IMG]
    About to cap... Each goal has a decal of the team it's for...
    [​IMG]
    like this, that makes it easier to figure the map out.
     
  12. TotalMark

    TotalMark L6: Sharp Member

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  13. Colt Seavers

    Colt Seavers L6: Sharp Member

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    i'll be ensuring a few playtests of this and will revert :cool: just loaded it to the playground teamplay server and had a run about - confusing death at red catpure area when i was blue - maybe all will be clear on game start - it was only a solo test/run about.
     
  14. TotalMark

    TotalMark L6: Sharp Member

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    You encountered the minefield. :D
     
  15. TotalMark

    TotalMark L6: Sharp Member

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    Both hazards are team specific, Blu's only hurts Red, Red's only hurts Blu.*
    [​IMG]
    Blu has this laser field, like in the inspiration for this map CTF_Push.
    [​IMG]
    Since Red's base is in a cave, it doesn't lend itself too well to a laser setup. So I added a minefield instead.


    *If you are next to someone when they set off a mine, it will kill you too regardless of team.
     
  16. Colt Seavers

    Colt Seavers L6: Sharp Member

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    Well, as a pretty open minded gamer I like the idea of 'extras' in maps ;) it's sure to provoke controvery though ;) Thought about maybe having a noxious gas outlet instead? seeping from the cave walls - not sure if green strip fog is doable in tf2 though :? the visual cue of the lasers i got straight away - but a sign is alot more likely to be confusing> i guess it will only happen to each player once before they ask the question 'wtf happenned there :p', just makes for more admin message typing on a public teamplay server.

    Anyway, I said i'd test before making comment - so i should!

    Looking forward to some demoman mayhem there though :D 'mines to the right of me, stickies to the left, here i am, stuck in the middle with you' :p
     
    Last edited: Mar 20, 2008
  17. TotalMark

    TotalMark L6: Sharp Member

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    If you don't like it, I can put in a laser field... The original map had them, so I really don't want to remove the hazards.
     
  18. ryodoan

    ryodoan Resident Bum

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    I second the request for noxious gas for the red side instead, unless you find props that look like explosive mines I dont think its really clear enough for the average player.
     
  19. TotalMark

    TotalMark L6: Sharp Member

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    About the gas, how about some kind of pipe prop with a smoketrail and a trigger_hurt brush? Would that work?

    I FINALLY got the VGUI model browser to work without it crashing Hammer, so props are easier now.
     
  20. R3dRuM

    R3dRuM L6: Sharp Member

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    Love the lasers! Remind me of TFC, and i loved TFC, you're right with the red not being the same as blue in terms of technology but i dont feel a mine field is appropriate, Mabey add lasers embedded in the displacement walls? That would look nice.
     
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