WiP CTF_TheLimit_B2

Discussion in 'WIP (Work in Progress)' started by TotalMark, Mar 25, 2008.

  1. TotalMark

    TotalMark L6: Sharp Member

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    No more stealing, I promise.:sleep:

    Well it was time for an update anyhow...

    Here's the replacement cpu room, I think these new rooms fit the basic theme better now
    [​IMG]
    A view inside the brand new office.
    [​IMG]
    Getting back on track, here's the exit for one of the small tunnels I recently added. These lead from the warehouse into the bases.
    [​IMG]
    I've also added a passage to merge with Red's tunnel.
    [​IMG]

    Both of these tunnels are one way at the moment, I'm thinking of the gameplay that would be involved.

    It also has occurred to me that the Sniper is the only class you have to design against.:001_unsure:

    http://forums.tf2maps.net/downloads.php?do=file&id=231
     
  2. R3dRuM

    R3dRuM L6: Sharp Member

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    Yeah, looking good again :) Btw, love your cliffs
     
  3. drp

    aa drp

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    looks good man!
     
  4. 3_stooges_geo

    3_stooges_geo L1: Registered

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    much better than the first version.
    just wondering why you made it so you cant get out of tunnels in middle.
    only other complaint anyone had was the sentries being built in cap zone.
     
  5. R3dRuM

    R3dRuM L6: Sharp Member

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    whats with the top of the door?! It scares me!, anyway, try using brush lights for the bottom of flouescents instead of normal lights:

    Make a brush the size of the model nodrawn
    Make the side facing down a lights/ texture (blue)
    Tie to entity -> func_brush
    Render Mode: Dont render

    and mabey a few light spots and point_spotlights will give you better effect and brightness
     
  6. TotalMark

    TotalMark L6: Sharp Member

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    I wasn't sure how the light textures worked, is it like an entity light, emitted from the texture? It really would help get rid of the "light explosion".

    About the tunnels, I really was wondering how a one way tunnel would work, but the reaction seems negative so I will change that too.

    I was also thinking about making the spawn room bigger.
     
  7. TotalMark

    TotalMark L6: Sharp Member

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    Is there a door that is wrong or something?

    Anywhere they couldn't be taken out? Were they in a hard to reach place?
     
  8. 3_stooges_geo

    3_stooges_geo L1: Registered

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    as soon as that door opens,if there is one or more level 3 sentry in the room with engineers guarding them,its almost impossible to get in,especially on a public server.
    i would suggest that the entire room be a cap point,if you can make it that far and through the door with the intel,you deserve to have the cap.or make the cap zone start where the blue or red emblem are on the floor.
     
  9. TotalMark

    TotalMark L6: Sharp Member

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    How about func_nobuild?

    I could always redesign the room.
     
  10. 3_stooges_geo

    3_stooges_geo L1: Registered

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    but that would stop teleporters being built too.
     
  11. R3dRuM

    R3dRuM L6: Sharp Member

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  12. TotalMark

    TotalMark L6: Sharp Member

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    That's a broken wall, it only looks like that after the func_breakable that covers it has been destroyed.
     
  13. R3dRuM

    R3dRuM L6: Sharp Member

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    it breaks scarily then.
     
  14. TotalMark

    TotalMark L6: Sharp Member

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    Well, I've added some func_illusionarys under the florescent bulbs, and it seems the larger the brush the more light it gives off. :blink:

    No pics yet, as I'm compiling the map as we speak.

    I also made an alternate room that might help the turret problem.
     
    Last edited: Mar 28, 2008
  15. TotalMark

    TotalMark L6: Sharp Member

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    I finally got all these to work.
    [​IMG]
    Some of them were embedded a little in the models.
    Here is an alternate cap room, the "button" is where you cap, and it teleports the capper home just after he captures the intel.
    [​IMG]
    Here are some some lights at the top of Blu's stairway.
    [​IMG][​IMG]
    I will update the file hosted here, and I might include both the changes to theLimit_b2 and the alternate map theLimit_b2A.
     
  16. 3_stooges_geo

    3_stooges_geo L1: Registered

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    i like the alternate cap room,would it be possible to have it so that a capture ends the round,winning team gets all crit hits on losing team,then it resets.
    i have one on my server like this now,i believe its ctf torch that works that way.
     
  17. Cereal_Killer

    Cereal_Killer L1: Registered

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    What texture did you use on the bars of the sewer entrance?
     
  18. TotalMark

    TotalMark L6: Sharp Member

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    A One Cap per Round Map? Okay, I'll make the next releases that way. I'll have those packed up by tomorrow.

    Do you mean the pipe with the bars in it? That's a whole prop.

    The name of it is: sewer_grate_end01.mdl, it's in props_farm.
     
  19. R3dRuM

    R3dRuM L6: Sharp Member

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    Nice looking cap room there totalmark, one problem that caught my eye, your using overlays for the hazard signs around the flag capture right? It looks really odd, mabey add brushes and make it a complete circle, overlays like that look odd. you can use the same texture with brushes
     
  20. TotalMark

    TotalMark L6: Sharp Member

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    Yeah, I thought about that, but then I also thought: "Maybe Red and Blu have special rolls of stripey tape they mark capture points with."

    I used the decals with the ripped edges.

    EDIT New File:http://forums.tf2maps.net/downloads.php?do=file&id=241
     
    Last edited: Mar 29, 2008