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Author Topic: New map - CTF_Congestus (Concept)  (Read 122 times)
uNCLEsAM098
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« on: July 24, 2010, 09:59:38 AM »

(WOW the pictures are big... any ideas on how to reduce them for the sake of others? Crikies! O.O)

Map download link: http://tf2newbs.com/newbs_upload/CTF_Congestus_Concept.bsp

Hello everybody! It's been a *long* time!

I've been extremely busy since CrazyTrain... still being a Ninja, working full time and going through school... but I've started getting that itch to map again Wink

This time, I wanted to challenge myself in three ways.

1.) Ever since CrazyTrain, I was frustrated with myself on the quality of how the map looked. It was too... *blah*. I want to release VALVe quality maps if I want a chance of working for them... so I need to step my game up. But if I dedicate too much time into a brand new level, I take that focus away from the way it looks. Not the best way to go... but if I can get quality figured out well this time, then the next time I design a unique map, I can use the quality tips I learned with this map there, so it all works!

2.) I *need* to properly learn how to optimize my map. I didn't have a lick of optimization with previous maps, and when CrazyTrain rolled out, people with strong computers like mine were fine, but others... not so much. This is something I need to learn.

3.) I need to learn class balance... perfectly. Now, yes... TF2 is one of the hardest games to do that to, especially with all the weapon and class updates, but it can be done. And for those who remember last time, I want nothing more than a map that is used in competitive games... so yeah. You see where I'm getting at!

Therefore, let me introduce an old TFC favorite of mine: CTF_Congestus!
















I've become slightly fond of this map thus far, being an old favorite, so I've tried keeping it as authentic as possible, game-play wise. The tunnel system, capture area and main bases are very close to the original, but I'm naturally still working on this.

The style I want to go with for this map, is a "wal-mart" vs "k-mart" RvB look. I'm planning on using "Lol-Mart" for the blue teams name, but still need a name for the red team. Any suggestions?

I will still be expanding on the tunnel system, but only for a couple more nook's and crannies. Nothing too dramatic, as least that's the current plan.

Also, the main flag room has some blocks colored like the other team... that's just for reference. In the original TFC, those who have played, I'm sure remember how swift the Scout was in comparison to now... especially with the use of the Conc nades. In the original TFC map, Scouts were able to *very* quickly navigate the flag room by concing themselves up to upper floors in a couple of seconds... something no other class could keep up with. Naturally, soldiers could rocket jump around, so I wanted to preserve this. So, by adding what will be shelving for store products in the main 'sales floor', Scouts can use the FAN to hop quickly from the ground floor, up on top of the racking, and then to either the flag or the flag capture area (Where the overhanging piece in the first picture is).

Naturally, this is intended to also separate the classes and their abilities. Offensive classes (Such as the scout, soldier and demo) have the most mobility, but at the cost of health for the latter two, giving the scout some prime real-estate (for once!). Also, heavy weapons guys and engy's have closed off-yet open areas to wail on opponents, where areas may be too difficult for snipers to properly pick off enemies, with the exception of the main neutral ground. But in the defense of the attackers, being a Wal-Mart vs K-Mart style map, I want to have cars cross the 'street' horizontally to give cover, yet hilariously run over people not watching. I think it should be fun Smiley

Also, pyro's and spies will have some room down below, especially when I expand the sewer a bit. The Spies (and whomever else) will have a straight shot from the flag room of one base to another, but at the expense of a cramped space. Once it's opened a little bit, it should help it be a more viable option than it is currently though.

The 'elevators' are currently filling a void for the ladders that existed in the original, but I'm still looking for an alternative.

So, as a concept thus far, any thoughts? Is there a way we could possibly play-test this so I can get a feel on how the offensive and defensive roles play out on this?

-NinjaWarriorChris
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That's like a B-

You might as well have gotten an F
Andy
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« Reply #1 on: July 24, 2010, 10:25:10 AM »

I'm about to head to work and therefore I'm far too lazy and in a rush to read the entire thread, but to resize images, upload them to imageshack.us

It gives you an option to resize before you upload, and you don't need to sign up for an account. Also, welcome back Smiley
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taraph75
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« Reply #2 on: July 24, 2010, 01:32:11 PM »

I'm about to head to work and therefore I'm far too lazy and in a rush to read the entire thread, but to resize images, upload them to imageshack.us

It gives you an option to resize before you upload, and you don't need to sign up for an account. Also, welcome back Smiley

Actually, I think it's a waste to go to another site to resize them.

Once you post an image, it should have a tag something like [imgx]http://so just add width=500 so it would be something like [imgx width=500]heman.jpg[/img]  (right?!)  Try that and see how it goes.

Well crap....my tags disappeared.  Just subtract the x from them since I had to it to make them visible.
« Last Edit: July 24, 2010, 01:52:33 PM by taraph75 » Logged  Jump To Top

uNCLEsAM098
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« Reply #3 on: July 26, 2010, 11:37:21 PM »

Thanks guys Smiley

I'm gonna work on it much more when I return from California's American Ninja Warrior tryouts, so is there a chance I can get a server test on this basic map when I return? Just to iron out gameplay *before* I start working on visuals?
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That's like a B-

You might as well have gotten an F
Grey Devil
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« Reply #4 on: July 27, 2010, 10:04:45 AM »

Yeah, you'll want to playtest the layout to figure out potential issues before you put too much work into it on visuals.
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