WiP CTF_TheLimit_B2

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
The model file sizes are as follows:

red_sign_obj.dx80.vtx: 72KB
red_sign_obj.dx90.vtx: 72KB
red_sign_obj.mdl: 4KB
red_sign_obj.phy 80KB
red_sign_obj.sw.vtx 72KB
red_sign_obj.vvd: 268KB

Blu Sign

blu_sign_obj.dx80.vtx: 20KB
blu_sign_obj.dx90.vtx: 20KB
blu_sign_obj.mdl 4KB
blu_sign_obj.phy 28KB
blu_sign_obj.sw.vtx: 20KB
blu_sign_obj.vvd 72KB

The textures for these are larger than the models themselves.

Images (green lines are hard edges):
red_sign_model.jpg

blu_sign_model.jpg


As you can see, the studiomdl program recognizes smoothing groups.
 
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TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Sorry I haven't been here in some time, I think I will release the next beta of this map soon.

I've finished building my new PC, so I will be releasing it shortly.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Hey how did I miss this? Looking fantastic. And what do you mean you can compile a .obj?? So no smd stuff anymore or what?? :D
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
not sure if this was intentional.
ctf_thelimit_b2a0004.jpg

You forgot to clip the top of the doors so people cant get up there :w00t:

Also I noted you said sniper is the only class to design against. This isnt true, You need to try to make a map or areas in the map that gives no class too much of an edge over another class. Unless its intentional. For example rooms that can be rocket jumped into and out of give could give demomen and soldiers unfair advantage.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Hey how did I miss this? Looking fantastic. And what do you mean you can compile a .obj?? So no smd stuff anymore or what?? :D

No, you can still do .smds, just it lets you use .obj files also. If you want a really snazzy, smooth model, use .objs.

You forgot to clip the top of the doors so people cant get up there :w00t:

I just fixed that.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
If you use an obj, how is the collision model?

I've had some difficulty with .objs and collision models.

So far I've had to use an .smd for the physics model, but since those should be as blocky and generic as possible, there isn't to much of a problem with that.

redsigncollide.jpg
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I'm going to bump this up one more time...

Unless anyone has any objections (bug-fixes, problems, etc.), I'd like to call this map "done" maybe after one more minor update.

Frankly I can't think of anymore work that could be done to this map, it fully demonstrates the single flag gametype, as I intended it too from the start.

Creatively, I'd like to move on.
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
We play this map alot,and everyone seems to like it.
only thing anyone complains about is only 1 way to get in cap room,maybe another entrance into the cap room would be possible,like a destructible entrance above the outside of the base that leads to top of cap room so you could drop in,or drop into the computer rooms ,or a ventilation shaft that leads to cap room. migh might it more challenging for engineers guarding cap room.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
It was in the back of my mind that this would be an issue, so, in the next release I'll add another way in.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I've changed my mind, you know the "fake rooms" in the cap room? I'm going to make them player accessible, it should add a few more ways in.

I thought about some kind of ducts also.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Some Pics

ctf_thelimit_rc10030.jpg

Red Medic in Red's Missile Room, this is right behind the capture room for Blue.
ctf_thelimit_rc10031.jpg

The two doors below the walkway are now functional, and lead to the missile room.
ctf_thelimit_rc10044.jpg

No Build on these consoles, there is a clip brush on each set of props to prevent getting stuck, and the player clip lets you build so...
ctf_thelimit_rc10046.jpg

Red now has a small building covering the cave opening.
ctf_thelimit_rc10008.jpg

I replaced the buttons with actual CP props.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
http://forums.tf2maps.net/downloads.php?do=file&id=390

Here is the latest version of CTF_thelimit.

http://www.wegame.com/watch/CTF_thelimit_Overview/ (VIDEO)

Changes:

Now each capture room has more entrances.
Game cannot stalemate/sudden death unless score is a tie.
All objects respawn upon capture (unless 3rd capture).
Red has new building covering cave entrance.
3D skybox changed.
Cliff edges added to main area, ceiling lifted.
All "fake rooms" now player accessible.
Turrets added to spawn rooms to prevent camping.
Colors changed on outside of Blu Base (see pics).
 
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