ctf_bigindustry

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ctf_bigindustry

Postby Guss79 on Wed Mar 10, 2010 12:57 am

Been working on this map for a little while now, figured it was time it got its own thread

Still to do:

- 3d skybox
- details and texture on the inside of the bases
- proper lighting
- details on the outside of the bases

Here is what I have so far:
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Update:

Changed the area around the train a little bit. Thinking this will be my alpha release.
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I really want to get an alpha test going to test the layout. Ive gotten suggestions to post this over at tf2maps.net but any of you have any other suggestions on getting an alpha/beta test going? Crits are welcome. :D
Last edited by Guss79 on Thu Mar 11, 2010 8:49 pm, edited 2 times in total.
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Re: ctf_bigindustry

Postby jgoodroad on Wed Mar 10, 2010 1:27 am

the red base looks a bit out of place, just like they decided to plop a red barn in the middle of an industrial site

maybe have the red base look more industrial, or at least have it flow more smoothly into the neutral center.
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Re: ctf_bigindustry

Postby [JFG]Propaganda on Wed Mar 10, 2010 6:42 pm

I like your multi level brushwork in screens 6 and 7. I will say I am not sure if it's just me, but even if brushwork and layout look good, the TF2 texture set is getting somewhat tiring. I know it's a lot of extra work but a custom texture set could really enhance this.
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Re: ctf_bigindustry

Postby Guss79 on Thu Mar 11, 2010 1:00 am

Unfortunately, Im not all that great with textures but I will worry about that later. And Im glad you like the multilayer set up. I was striving to make the gameplay somewhat different. :D As the red base being out of place, do you mean that everything is brick then suddenly theres wood? Thanks for commenting!
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Re: ctf_bigindustry

Postby Guss79 on Thu Mar 11, 2010 8:49 pm

Updated the first post!
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Re: ctf_bigindustry

Postby jgoodroad on Fri Mar 12, 2010 12:06 am

I am allways a fan of maps that use height. but does it account for ground based classes aswell? (heavy, medic, spy...)
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Re: ctf_bigindustry

Postby jgoodroad on Fri Mar 12, 2010 12:08 am

Guss79 wrote:Unfortunately, Im not all that great with textures but I will worry about that later. And Im glad you like the multilayer set up. I was striving to make the gameplay somewhat different. :D As the red base being out of place, do you mean that everything is brick then suddenly theres wood? Thanks for commenting!


yes, but more in the fact that it abruptly changes, with wood and brick combining in an unsettling fashion.

I.E. a brick building ontop of a wooden shack.
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Re: ctf_bigindustry

Postby Guss79 on Fri Mar 12, 2010 2:14 am

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The green circles are all ground level openings, the blue arrow is up to the middle level, Red circles are all midlevel openings, and the yellow is accessible by rocket/sticky jump.

I wanted the soldiers and demomen to have a route that they can go through which gives them an advantage while also exposing themselves to sniper fire and such. I think I have enough routes for ground forces to move around. One thing that is missing is the scouts double jumping... but I figured that in ctf, the scouts main purpose is flag running so I was very strict with following that purpose. Thinking of adding an opening above the stairs so theres more access to the midarea but Im not entirely sure... going to wait till I set up an alpha test to determine if I need it to be more open.
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Re: ctf_bigindustry

Postby jgoodroad on Fri Mar 12, 2010 3:22 am

you could pop the wooden supports out to make a type of ledge for scouts. and by the look of it, it seemed as if there were more places for soilders and demo to get to, like around mid.

oh, and how well rounded is your interior, 2fort only has two exits/entraces to the intel, and I prefer indoor combat.
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Re: ctf_bigindustry

Postby [JFG]Propaganda on Fri Mar 12, 2010 5:26 am

Guss79 wrote:I really want to get an alpha test going to test the layout. Ive gotten suggestions to post this over at tf2maps.net but any of you have any other suggestions on getting an alpha/beta test going? Crits are welcome. :D


I would be willing to playtest this on my TF2 server for you once you get it to a more complete stage Guss our community is www.torontodarkly.ca
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Re: ctf_bigindustry

Postby Guss79 on Sat Mar 13, 2010 12:58 am

right now the layout is all there and hasnt had a proper play test, would you mind hosting a play test as is?
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Re: ctf_bigindustry

Postby [JFG]Propaganda on Mon Mar 15, 2010 6:06 pm

If it's intact and entities work then we could probably test it.
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Re: ctf_bigindustry

Postby jgoodroad on Mon Mar 15, 2010 6:14 pm

I too would like to playtest this, but unlike prop I do not own a server, so please if you do playtest I would like to join that server.
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Re: ctf_bigindustry

Postby Major Banter on Mon Mar 15, 2010 6:20 pm

Your lighting or structure is going to have to be well made; that rocket jump area needs a good bit of cover but also needs to be obviously accessible so players actually try to get up there.

Otherwise, nice stuff. No sniper spots though; and I'd keep it that way before it gets too complicated.
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Re: ctf_bigindustry

Postby [JFG]Propaganda on Mon Mar 15, 2010 8:09 pm

jgoodroad wrote:I too would like to playtest this, but unlike prop I do not own a server, so please if you do playtest I would like to join that server.


If we playtest I can post date and time and IP for anyone wanting to participate.
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