[WIP] [NIP] ctf_core

Discussion in 'WIP (Work in Progress)' started by dirtyminuth, Jan 8, 2008.

  1. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Hi everyone! I've been working on this map for about three months now, and I think it's a good time to show how things have been going. NIP means "Name In Progress"; ctf_core will have a different name in time. The layout of the map isn't too complex. There are two bases with a large, two-story building in the center that holds the intel. I want base defense to be much tougher than in 2fort, which hopefully leads to a faster-paced match. We'll see come playtests.

    Update 2/03: Beta 1 Release
    http://tf2maps.net/showthread.php?t=833

    RED Side

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    Last edited: Feb 3, 2008
  2. dirtyminuth

    dirtyminuth L5: Dapper Member

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    BLU Side

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    Last edited: Feb 3, 2008
  3. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Middle Hub

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    Overview

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    Last edited: Feb 3, 2008
  4. Snipergen

    Snipergen L13: Stunning Member

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    ace. I don't say this often, but your map looks great.

    Just 1 thing. Too big for a ctf map. Alot of people make that mistake. Look at 2 fort its freaking small and i'm already pissed to run the whole way :)
     
    Last edited: Jan 8, 2008
  5. Sacrifist

    Sacrifist L3: Member

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    I disagree, 2fort is way to small for ctf. In my opinion 2fort shouldnt be played with a group larger then 8 vs 8. Maps like badlands were huge and we need more of them.
     
  6. dirtyminuth

    dirtyminuth L5: Dapper Member

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    (Snipergen opinion + Sacrifist opinion) / 2. :)

    I've reduced the size of the map as things have progressed. I'm completely open to additional size changes, and if it has to be significant, I definately want to get it done before the first playtest.
     
  7. greenridge

    greenridge Guest

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    This map looks really good.
     
  8. Vilepickle

    Vilepickle L7: Fancy Member

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    West Michigan breeds the best mappers.

    :O
     
  9. drp

    aa drp

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    :cursing:
     
  10. jakeparlay

    jakeparlay L2: Junior Member

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    damn that all looks nice, gj
     
  11. Haas

    Haas Guest

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    Looks awesome!
    Very much detail and right textures on the right place makes all the different.
     
  12. Snipergen

    Snipergen L13: Stunning Member

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    Just found something to mention. The metal roofs at the blu side. THey are to close to the green and make it look like the blu's are green. May i suggest a custom texture for that or another one? It really has to be BLUE :)
     
  13. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    Agreed. There's something a bit wrong with the whole exterior on BLU's side. I think you should try more than copy/pasting RED's architecture and giving it a different texture. I think the biggest thing is the style of roof.

    RED side, however, looks perfect. More TF2-like than the VALVe maps themselves!

    Definately looking forward to trying this one.
     
  14. Kev_Boy

    Kev_Boy Guest

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    While it looks really nice, I can't help but feel the lack of a fresh theme. It's just another desert map... a good one perhaps but regardless just another desert map :001_unsure:
     
  15. Scoobingsthe2nd

    Scoobingsthe2nd L4: Comfortable Member

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    I think if you can take the TF2 theme, and do it well more power to you.

    I'd rather have a map that lacks a "fresh theme," which btw is nearly impossible with the set of textures given to us, then have some stupid gimmick map that both looks and plays dumb. See... well most maps that try to make their own theme.
     
  16. dirtyminuth

    dirtyminuth L5: Dapper Member

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    They kind of bluish-green, aren't they? I'll give them another look.

    It wasn't a complete copy/paste job, in my defense. All but a single building on the BLU side was done from the ground up. They look very similar because the symmetry of the map demands it. And can you tell I'm better with RED's style? (That's why I started with RED's side first :) )

    That being said, I'm taking a look at the angled roof style on BLU's side. It's definately out of place (esp. considering that angled geometry is associated with RED and orthogonal geometry is associated with BLU according to Valve's TF2 Publication).

    I'll openly admit I'm not trying to innovate a theme here. What is fresh, hopefully, is a more offensive-oriented CTF.
     
  17. Vilepickle

    Vilepickle L7: Fancy Member

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    Offensive CTF is fun. See: mach (hooray advertising own maps but it's rare I enjoy my maps as much as I have mach, hehe)
     
  18. Half-Life_Maniac

    Half-Life_Maniac L3: Member

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    I was going to suggest replacing those old tin roofs with more industrial-looking flat roofs for BLU.. but I don't know how well that'd work.
     
  19. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Spot on. I think it's much more motivating to the player if they know that a multi-layer defense isn't going to be present, or is at least difficult to establish.

    I've scrapped the angled roof, at least partially, and will try out a multi-layered, slanted roof effect. It's well within the purview of a BLU-inspired metal shack, even if it isn't completely composed of 90-degree angles.
     
  20. Squirrelly

    Squirrelly Guest

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    I've seen a lot of maps over a lot of time & i can be a tought credit but this looks really good so far!

    Especially since so many maps have the same exact looking red barns and blue buildings, u put a new and creative look to everything and really makes it stand out. I really like how the buildings go into the cliffside and are apart of it.

    Im not sure about the layout or gameplay since i haven't played it, but the different areas look different and unique in themselves which is great.

    I don't really have any criticisms yet since i know your still changing and working on certain areas.

    the only things that really caught my eye that u might want to think about is in the outside rocky cliffs, they look pretty good except it looks like they might all the exact same flat height.

    Also the props and details inside and outside are good, and i know u have to keep them from interrupting gameplay since they are usually just for looks, but don't be affraid to put a bush or simple things in the area as long as they don't affect it gameplay wise, small rock piles, hay, or whatever. A few rooms kinda look empty/unloved and could have a little more detail or character, or look like all the detail is in the far corners and away laying against walls.

    In the 3rd picture of the blue base, i just felt like the metal vertical beans looked out of place. They kind of stick out since they are connected to small wooden ones and just end at the ceiling.

    Those are all pretty minor things, and the players wouldn't really notice it or even think about it when playing the map, just certain mappers. I figured you put so much time and work into a great map that you would want it others to be detailed and critical to help make it even better!

    Overall the map looks really good, one of the better ones i've seen in awhile.

    Keep up the good work and i look forward to seeing the final product and future ones! :D
     
    Last edited by a moderator: Jan 11, 2008