WIP: Dry Gulch CTF

Discussion in 'WIP (Work in Progress)' started by Maj.Woody, Nov 4, 2007.

  1. Maj.Woody

    Maj.Woody Guest

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    Here are some screenshots of my current work in progress. It is a simple CTF map with the gimmick of some very large pits in which you can fall to your death.

    So far I have the upper portions and flag room completed of the red base. As you can see from the screenshots the red base is done in a low tech mine/shack theme. The blue base is going to share the same layout and dimensions, but I am going to build it on a more industrial theme with more concrete and level surfaces etc.

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  2. Maj.Woody

    Maj.Woody Guest

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  3. Maj.Woody

    Maj.Woody Guest

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    [​IMG]
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    More shots to come as more areas are completed.
     
  4. Mpain55

    Mpain55 Guest

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    wow that looks really good
     
  5. ThatGuy

    ThatGuy L2: Junior Member

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    nice job, any idea for a date on release?
     
  6. Maj.Woody

    Maj.Woody Guest

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    Best I can say on release date is 'when its done', sorry. I do not like rushing things, as that invariably causes me to make mistakes or let my work get shoddy.

    If I had to estimate, I would have to say a few weeks for a release worthy beta, maybe.
     
  7. Octopus

    Octopus Guest

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    I like it! For some reason I love pits where players can fall to their deaths however it would be pretty obnoxious to misstep and have to wait 18 or so seconds to respawn.
     
  8. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    I'd be nervous about falling into the pit since I seem to fall off ramps all the time in Hydro
     
  9. Maj.Woody

    Maj.Woody Guest

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    I am going to build with consideration for removing/changing the pits just incase alot of people have problems with them.

    The way things are layed out, once you get to know the map you can minimize your exposure to the danger of falling. I really think that the pits make things interesting, and that this map has alot of potential for some really fun battles.

    more screenshots:

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  10. Maj.Woody

    Maj.Woody Guest

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  11. reyowns

    reyowns Guest

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    great job woody ! your map is comming along real nice =)
     
  12. Maj.Woody

    Maj.Woody Guest

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    Some more screenshots (sorry about no light, hadnt got that far yet...) this is an area that creates an alternate route to the flag than via the 2 ramps in the flagroom. The lower entrance is through the 'hole in the ceiling' room, the upper exits right at the flag.

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  13. Maj.Woody

    Maj.Woody Guest

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  14. Intraman

    Intraman L4: Comfortable Member

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    ooo that looks pretty nifty. The video looks a little dark though, but I suppose that's with light.
     
  15. Maj.Woody

    Maj.Woody Guest

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    The map is actually a little dark ATM. I have underdone the lighting so far so that I can work on filling it out as I go through and add the details to the map.

    When actually in game the lighting is not too bad, but it is definitely a lot darker than the valve maps.

    Another note; In the video there is a spot where I go into a resupply/spawn that is in the lower part of the base. That spawn is going to be redone in a rocky mine texture I think. At first I wanted to make it abundantly evident that you were in a red spawn, but after some thought I believe keeping it with the subterranean mine theme would be better.
     
    Last edited by a moderator: Nov 7, 2007
  16. Maj.Woody

    Maj.Woody Guest

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    Alright, I have a playable version of the map worked up now. I am not going to post in the finished maps section as this is really just a copy/paste/retexture of the red base to the blue, which is not what i want in the final version.

    However, this IS a working version of the map, and the layout of the final is going to have the exact same size and shape so this should give an idea of how the map is going to play in the final version.

    http://www.gtmattz.com/files/ctf_drygulch_b01.zip
     
    Last edited by a moderator: Nov 8, 2007
  17. Jao

    Jao L1: Registered

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    Just tested your map Maj.Woody and it looks really nice! I found some bugs and will show you them by these screenshots to help ya make a better successful map !

    1. This texture isn't aligned correctly, rotate it or simply use one without the blue line.
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    2. This ceiling texture is bad. It looks like a floor texture. And it's dark there... The lights are turned off ?
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    3. Verify your pits, there something wrong with them... Do something that kill the player before he reachs the bottom, we're aren't supposed to live after falling that high..
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    4. Create a playerclip brush to prevent players to jump at the top of this cliff, for optimisation and exploit issues.
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  18. Jao

    Jao L1: Registered

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    5. Same thing here, a demoman or a soldier could jump on the top of the roof and camp there. Use some playerclip brushes to keep players playing where they are supposed to be.
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  19. Maj.Woody

    Maj.Woody Guest

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    I appreciate the feedback, but most of these details I am already aware of. The main reason I released this was to get some feedback of the actual flow and gameplay of the map while I work on rebuilding the blue side in the new theme.

    The only 2 issues that I really meant to fix but forgot were the clip bushes and the one trigger_hurt in the blue flag room. The rest of the details are minor asthetics that do not really effect gameplay.

    I guess I could have been a bit more clear in the post above, sorry about that. Please do not take this as a defensive argument, I just want to get more feedback on the actual play and not so much the look :)
     
  20. Maj.Woody

    Maj.Woody Guest

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    more screenshots:

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