Discussion in 'WIP (Work in Progress)' started by slick50, Jun 25, 2008.
Just a screen of hunted ported to tf2.
you better make it tf2 style...
but yeah...hunted looked quite nice with an industrial look, the farm thing just doesn't seem to fit for me
and...have you somehow managed to replicate the hunted system? doing a payload could in theory work...but hunted was just so much better...
oh lord this is really not good looking so far. I would definatetly chop off your fingers if you're just copying and pasting the layout (as the guys did with warpath). Hunted was one of my favourite maps for tfc and you better make this one TF2 style!! I'm not saying that you should give up working on the map and maybe this sounds a little rude but if you cannot get the tf2 style into this map you better let it be done by someone else.
make it less wood and more concrete I'd like to suggest.
hopefully valve will put the civilian class back into the game....
OMG this scene reminds me to HL1, there's a place that looks just the same.
Hunted was actually a section of HL1 braught into TFC for an escort style map.
moar pretty, less posting , interested to see how you can liven than up to TF2 standards!
This Is Moar Better
The Fortress Forever guys did a real good version of this, im suprised noone ever just used that.
There's quite a few good maps for FF, but there's only 1 or 2 active servers nowadays....
But yeah, the Hunted map in fortress forever was very well done:
Hunted had more of a CS feel to it also, civilian escort, and if the "the Hunted" died, the round was over. There has been a lot of demand for this map since TF2 came out, though. After Goldrush came out demand dropped off somewhat, but it's still there.
A straight port of Hunted is an uphill battle. I was considering doing a quick port myself at one time, to test out how the map's design could work for TF2, but I ran into just too much stuff that would have to be redone completely to work, and gave up. What I thought would be a simple port turned out to be not so simple, for a quick test run, it wasn't worth it, a complete remake might have been easier. The character models for TF2 need a lot more space to move around then the ones in TFC did, almost all the tunnels, doorways, and corridors would have had to be expanded, not too mention the extensive use of ladder entities throughout the level which simply don't work in TF2. The map also isn't quite long enough for TF2 either, most classes can get from the bodyguards spawn all the way to the rescue area in 15~30 seconds or less making for very short rounds. I mostly gave up on it and decided to go back to my usual experimenting with weird design ideas and entity settings.
Anyways, good luck with the map, looks like you've made quite a bit of progress, but I imagine you still have a lot left to do. If this map were an easy port, I'm sure there would have been 2 or 3 versions of it by now, I know I'm not the only one who's tried.
Its not possible at the moment to have an el presidente in TF2 though is it? Unless valve make it possible. Its not a game mode someone could simply make themselves.
With the civilian reference in the "meet the sniper" video i sure as hell hope they implement an actual escort mission. It might look somewhat out of place though, given the style of the game. But who knows, valve have done pretty well with TF2 thus far.
Maybe Escorting a Scientist or a CEO of a Big Company?
With ubers in the game, a map like Hunted would be very different... you'd always need an uber prepared or your civvie would be toast.
There's a few workarounds you could use to substitute a regular player for the "civilian", there's a few people actually working on a "Hunted" server side mod that limits classes and does weapons stripping.
This map isn't the only Hunted remake/port in the works either, Voogru mentioned he had someone working on one as well a while back and I've seen posts from a few others around several other mapping various forums about others porting/remaking it as well, although this is the first one I've seen with screenshots.
I'm actually still working on my hunted map here and there... haven't been online in a while. House moving has been a pain.
If people want, I can post screenshots of what i've done, complete rework of the hunted map.
I'm designing mine as a attack/defend map. There are multiple points you need to capture, and they change the spawn times and open new areas. For instance, you need to capture the Yard to open the extra resupply area and also changes spawn times (this is optional, but suggested as it changes spawn times in the attackers favor). You also need to capture both gate controls (quick capture points as it requires an elevator to get to, and you need to capture BOTH of them), which will open the exit gate, at which point, right outside, there is a final capture point, at which you can try and capture by standing on (with a long capture time), or you can now grab the intel (which is available once you capture the gates) and run it to the last point to win. Each point increases the time limit on the map.
Many places that used to be sniper only are now much easier to get to from the defenders as there used to be many space you could only reach IF you were spawned there as defense.
Mine is quite bland still though, working with a set of like 5-6 textures at the moment, still trying to tweak the size here and there and make sure I have my player clips and making sure the capture times work well and are not overpowered with a major engi defense or scout rush etc. Since there is little hope of getting this the correct TF2 server mod how I want, figured i'd just make it work with how things currently are in the game.
I also do not have a background or 3d skybox as i'm planning on that a bit after I'm happy with the playstyle.
My final plan is to actually make the scene a portside pier-like military base for the most part.
Voogru never got back to me way back when, so i haven't touched it much in a while. Currently going to pick it back up and as such, i'm looking for ways to create an ontouch elevator, as it's the only way to get to the towers since there are no ladders XD
Technically, this is my 4th attempt at a hunted remake so far. First one was way out of wack on scale... second one I tried to do a bit much and had many playstyle flaws and didn't fit with TF2, third one I just could get the scale right yet again and worked a bit on wierd entities which were working out so well, and then I came up with this final type of remake. I got the scale to my liking, and the playstyle done pretty well... There is just so much room for error when remaking a map people enjoy...
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