[WIP] ctf_Warehouse

Discussion in 'WIP (Work in Progress)' started by Guarana, Jun 19, 2008.

  1. Guarana

    Guarana L1: Registered

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    Hey guys, i just registed and thought id present my project, ctf_warehouse. planned as a run and gun map pitting two warehouse crews againt each other. i plan to use identical warehouses with a desert themed outdoor area, look for a lot of clutter to full both buildings and space between as the design progresses. im also looking for a good set of texture to use for this project, im not very good at selecting them myself. ive attached a few pics of my work over the lsat few days.

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    the blue zone is the spawn location, and the red is where the intel will be placed.

    pointers appreciated!

    -Guarana
     
  2. Ace

    Ace L3: Member

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    Basic idea is nice, but at the moment it is really way to empty to make useful comments.
    won't comment on the floor atm as its just a big empty room.
    My only concern is sg's / demos having an easy time defending the intel as at the moment it look like everyone is funneled up 2 ramps.
    Also is that hl2 texture on the roof, hard to tell just make sure it isn't. (That goes for all the textures).
     
  3. Nineaxis

    aa Nineaxis Quack Doctor

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    Don't fall victim to the Curse of the Wide Open Spaces.
     
  4. Géza!

    Géza! L4: Comfortable Member

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    First step: Maybe make it a bit smaller.
    Second step: CONTAINERS! :D
     
  5. Psy

    aa Psy The Imp Queen

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    It's too big and a warehouse never really offers much in terms of gameplay unless you add a shit load of containers.
     
  6. Snipergen

    Snipergen L13: Stunning Member

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    I agree, and why the hell sketchup? The scale is way off :mad:
    People should use hammer if they want to map! Not other programs!
     
  7. Guarana

    Guarana L1: Registered

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    Dont worry, i jsut used sketchup to sketch, i plan on there being plenty of cover throughout, it wont be a snipers paradise. when i get in there and start running around, it doesnt really feel as big as it looks, and i dont really know where i would move things without having the map feel cramped, if anyone wants id be happy to generate a build of the map so they can go in and show me what would work better
     
  8. Géza!

    Géza! L4: Comfortable Member

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    Make a maze out of containers. But be careful, make enough space for scouts and such.
     
  9. Ace

    Ace L3: Member

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    Check out the second stage of cp_corporation if you want some inspiration. Thats is a big warehouse with lots of containers and a raised room at the end which you have to reach.
     
  10. Bonafide

    Bonafide L6: Sharp Member

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    nothing is "as big as it looks" when you are running around it with a scout.

    Try a heavy.
     
  11. Arhurt

    Arhurt L6: Sharp Member

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    It really does look big, and might be a problem optmization-wise. I say this having had a similar problem with my own map na dhaving to make some major tweaks to make it work.

    Break the Warehouse in two or four main storage rooms, and make one of the "quadrants" an office building. That could help you out.

    Edit:

    I just noticed: Do you plan to have blue's flag up in the room above and the red one below?

    It will be a major problem for you to balance that, as I think Blue's base is a lot better to defend than Red's one. Just think about the upwards exit ramps of the first stage of Dustbow and you will see the problem of having it like that.
     
  12. Guarana

    Guarana L1: Registered

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    Thats a really great thought, ive chopped a pretty large block off one side, im really working on getting the ramps to feel right, idk if their grade is a problem, but their certainly large

    the colors were not to represent bases, but objectives, the map is to be two identical warehouses, with the spawn up top and the intel room in the basement, with a direct route from one door to the intel on one side and a lot of boxes and stuff across the floor for scouts to dance on, i want the room fairly large so that sentries cant be placed and left alone to terrorize scouts.
     
    Last edited: Jun 23, 2008