A little map... (56k burns in hell)

Pi Mu Rho

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I should really put this in the editing section, but I feel a bit of mod power abuse is in order this time.

I've started on a CP map, based around 3 capture points.

Early pics:

cp_lighthouse_1e0003.jpg


cp_lighthouse_1e0002.jpg


Questions? Comments?
 
Wow, looks pretty awesome so far. Don't rush it like the rest of the people. So far, looking good though. Keep it up. And why not grace us with a CTF map? :p
 
Looks like a solid start. Post a level overview when you've done the layout.
 
Looks pretty damned good so far. Any chance of a map/plan view of what you're going to end up with?
 
Holy shazbot Pi! It's looking real good. Just don't forget to add some props in the final phase. Props for cover and decor :)
 
(very) quick layout sketch of my original concept:

cp_lighthouse.jpg


Effectively, a series of islands. Spawns to the north/south and the islands running east to west with the central cap point (the lighthouse) in the centre.

I've since changed this to just 3 cap points, and they're not islands any more - partly due to size issues (no-one wants to spend 10 minutes running to a cap point) and partly due to rendering issues. So now the whole thing is an island (or coast)-based silo complex. It's also 90% displacements, which I really can't stand doing, which is slowing progress quite a bit. Still, nil desperandum.
 
Hmmm, looking at the picture, what about taking one spawn, and having a shortcut straight to the furthest right side cap point, and the other spawn going ot the OTHER cap point..that way they both have their shortcuts to what you can call "their" cap point"

Make for some interesting fire fights I'd say.
 
Now that I've shrunk the overall playing field, there's going to be a bit of an underground complex thing going on, connecting the points.
 
Now that I've shrunk the overall playing field, there's going to be a bit of an underground complex thing going on, connecting the points.

Ahh, got a new mock up of your plan for it, then?
 
No, I don't usually do plans as a rule. I spend a couple of days working it out in my head and then go straight to Hammer. I certainly wouldn't go back and draw a new plan based on changes that I've made while building the map - that would just be silly.

Just ignore the eastern/westernmost islands, push the others into the lighthouse island so they all touch, and draw lots of dotted lines over it to simulate the underground complex and you're golden.
 
Well, I think having each complex on its own tiny island would fit the off-beat style of TF2. In other words, you've got each complex almost dominating its own tiny island - shortening the distances but preserving the theme.

I like the idea of branching out from a central area, but I think an amalgamation of what CyperPitz said and the base idea might be neater. What I'm envisioning is...

The central island is somewhat coliseum-like - circular with tall walls, the lighthouse rising monolithically above them. Entering the area, each team actually begins on a lofty catwalk along the upper cliff/wall - the fall long enough to kill. Dotted around are a few smaller buildings and rock outcroppings. These are spaced so that only scouts can actually traverse the entire area, but a few are close enough that anybody can a little bit closer to the other entrance. Ultimately, however, most people will have to follow their catwalk around to a separate exit going towards one of the silos, returning to the lower lighthouse along separate pathways from the silos.

Just a suggestion, of course. At the very least, thinking about it has given me a few ideas of my own. ;)
 
Nice.I love the whole silo theme.
I agree,don't rush it.
I would've preferred a ctf though.
 
You may be right, but I find that (in my experience at least) maps tend to become something entirely different to what I originally envisaged, usually for the better.
 
This is cool.

I am sad it's not CTF though :(
 
It's too big for CTF, otherwise I could still convert it.

Hmm...

edit...Ok, I'm convinced. CTF it shall be!

/me waves wand
 
Now I'm hyped.

Pi, you know who to ask to help playtest, don't you...
 
It's too big for CTF, otherwise I could still convert it.

Hmm...

edit...Ok, I'm convinced. CTF it shall be!

/me waves wand


That layout would not work very well for a ctf map.
Unless you are planning on including bases.
 
I don't know, that original layout, agreed, would be bad for CTF. But hell, I'm confident you'll make it work :) Let us know if you need playtesters. I'm all for it.
 
You should update your map once the Green and Yellow teams are added back in tf2, two extra spawns replacing the upper silos would be insane.
 
Adding detail stuff. I don't compile very often, so you'll have to wait for more shots.
 
Updated Blue base:

ctf_omega_10004.jpg


ctf_omega_10003.jpg


ctf_omega_10002.jpg
 
This looks seriously professional. I'd like some shots that give us a feel of what the full layout is like, though.

Question: are those concrete paths (the cracked ones) overlays?
 
No, it's one of the alpha-blend textures.

I'll show you the layout when I've finished laying it out :)
 
Great work mate! :thumbs:

Makes me wanna start mapping for TF2.
 
No, it's one of the alpha-blend textures.

I'll show you the layout when I've finished laying it out :)

Fair enough. Also I should have thought of that, I forgot about the alpha blending textures' existence.
 
Looking forward to this in every respect - be it CTF or CP...
 
From the layout the end sections look a bit samey. Apart from colour schemes, have you thought of other ways to distinguish the sides of the map or will it be pure mirror?
 
You've only seen one of the bases :)

The two bases are identical purely in terms of layout. Visually, they're quite distinct.
 
You've only seen one of the bases :)

The two bases are identical purely in terms of layout. Visually, they're quite distinct.
Cool. Beta testing on the HL2.net TF2 servers amirite?
 
lookin very cool m8, I like the huge tape room, I wonder if they have all the harry potter movies.
 
Im definatly liking the layout, looks like it should promote some good, fun gameplay!
 
Looking better with every update.
Keep it it up. :)
I hope you let us test it on one of the servers before you release it.
 
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