CTF Camping Trip [Final]
- Ian_Suffix
- Villun
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Ah, thanks for bringing this up again. Today I was going to work on TF2 maps.
I think I'm going to carry out the creation of a one-way vent leading to the surface from what was turned into a "dead end," as well as throwing in the rain. Then we'll have a true B7.
Come to think of it, not only will the rain look cool, it will allow me to limit visibility so that you can't see the furthest cabin clipping, and it won't be obvious that the forest I originally wanted is rather... sparse.
I think I'm going to carry out the creation of a one-way vent leading to the surface from what was turned into a "dead end," as well as throwing in the rain. Then we'll have a true B7.
Come to think of it, not only will the rain look cool, it will allow me to limit visibility so that you can't see the furthest cabin clipping, and it won't be obvious that the forest I originally wanted is rather... sparse.
- Ian_Suffix
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With much thanks to Guardian, I present a true beta: B7.
Guardian's most notable contribution was bringing the Sawmill environment to my attention. I made a custom concrete texture, explored the particle effects, and came up with the following drastic, but fitting modification! It's just like the camping trip you knew instinctively would have bad weather, but your parents made you go anyway!
I am so proud of that concrete. Just look at that concrete.




There are already some visual things I'd like to fix, but I'll wait until there's more suggestions available. Tweaking takes a lot less time than compiling/cubemapping/pakratting.
Guardian's most notable contribution was bringing the Sawmill environment to my attention. I made a custom concrete texture, explored the particle effects, and came up with the following drastic, but fitting modification! It's just like the camping trip you knew instinctively would have bad weather, but your parents made you go anyway!
I am so proud of that concrete. Just look at that concrete.
There are already some visual things I'd like to fix, but I'll wait until there's more suggestions available. Tweaking takes a lot less time than compiling/cubemapping/pakratting.
Last edited by Ian_Suffix on Wed Jul 08, 2009 9:50 pm, edited 2 times in total.
- Ian_Suffix
- Villun
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- l3eeron
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Just joining isn't going to help you much. You've already got a good control of hammer.
throw it up for testing, and play while it's on their server with all the other mappers and customs buffs...
I guarantee you will get lots of good constructive feed back. People are always hungry for a good ctf map.
throw it up for testing, and play while it's on their server with all the other mappers and customs buffs...
I guarantee you will get lots of good constructive feed back. People are always hungry for a good ctf map.
Well done Ian. I think this is the best ctf map I've seen since turbine.
We'll have to wait till 9v9 night to |3eeron suggested, add this to TF2maps.net, not so much for the feedback but for the fact that it's probably good to share this outside the ville.
There aren't a lot of good ctf maps out there, let alone good ctf with the rain effect that looks AWESOME.
We'll have to wait till 9v9 night to |3eeron suggested, add this to TF2maps.net, not so much for the feedback but for the fact that it's probably good to share this outside the ville.
There aren't a lot of good ctf maps out there, let alone good ctf with the rain effect that looks AWESOME.
- l3eeron
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I didn't see anything game breaking during my virtual tour. I was worried it might be a bit dark, but the lighting is perfect (the screenshots tend to darken after processing and posting etc). I found a few minor cosmetic fixes, and a few clipping issues. I also have suggestions for sign placement.
Some how I managed to get stuck here. The combination of displacements,water and round brush work makes for somw awkward player collision around here. It needs some careful player clipping.

Hand rails would be cool, it's a small walkway and I fell off.

I got hung up around this pylon.
Also I think the water level could come up maybe 16 units. On the shallow side, when you duck your head bob in n out of the water making the view go hay wire.

When you follow this sign to the right, you fall surprisingly down a hole, need a sign pointing down, too.

Need sign, I was lost here.

Need sign, I was lost here.

Need sign pointing battlements.

Prop inside a brush.

Floating brush.

Misaligned textures.
Tip: Open the face edit sheet, lift the texture off the big piece of street, then right click the other faces in the 3d view

Floating props.

Some how I managed to get stuck here. The combination of displacements,water and round brush work makes for somw awkward player collision around here. It needs some careful player clipping.
Hand rails would be cool, it's a small walkway and I fell off.
I got hung up around this pylon.
Also I think the water level could come up maybe 16 units. On the shallow side, when you duck your head bob in n out of the water making the view go hay wire.
When you follow this sign to the right, you fall surprisingly down a hole, need a sign pointing down, too.
Need sign, I was lost here.
Need sign, I was lost here.
Need sign pointing battlements.
Prop inside a brush.
Floating brush.
Misaligned textures.
Tip: Open the face edit sheet, lift the texture off the big piece of street, then right click the other faces in the 3d view
Floating props.
Re: CTF Camping Trip [BETA7]
Alright Ian I found 2 minor things
1. You can still jump as a scout into the opposing team's spawnyard. You can use those pipe things to get up, I would suggest just removing the top one.
2. Remember when Cpt. Winky created that teleporter entrance in that one spot to make it so everyone could jump over the barrels.... it's still not fixed. I would suggest removing the 2 barrels facing upright right next to the spawn door.
1. You can still jump as a scout into the opposing team's spawnyard. You can use those pipe things to get up, I would suggest just removing the top one.
2. Remember when Cpt. Winky created that teleporter entrance in that one spot to make it so everyone could jump over the barrels.... it's still not fixed. I would suggest removing the 2 barrels facing upright right next to the spawn door.
- Bronze Fox
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[quote="Bronze Fox";p="180020"]
If you guys keep pointing a whole bunch of errors you're going to make him lose interest!
It does look really nice anyway Ian.
[/quote]
nah.
Ian is doin great, B just has more experience and is teaching.
I must say wow mate, I wish i had the same level of dedication as you do to make a few maps of my own
If you guys keep pointing a whole bunch of errors you're going to make him lose interest!

It does look really nice anyway Ian.
[/quote]
nah.
Ian is doin great, B just has more experience and is teaching.
I must say wow mate, I wish i had the same level of dedication as you do to make a few maps of my own
- Ian_Suffix
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Actually, Bronze Fox, the more errors that are found, the more interested I am. See, it irks me to make a few tiny fixes and release a whole 'nother edition, but if there are a lot of errors, I feel that it is necessary and vital to do so.
Thanks for your sign-related critique, Beeron-- I knew there were too few signs, but I wasn't sure how to reprimand it.
EDIT: Don't worry about the barrels. You have B7, and B7v2 which was released about 50 minutes after, has that fixed.
Thanks for your sign-related critique, Beeron-- I knew there were too few signs, but I wasn't sure how to reprimand it.
EDIT: Don't worry about the barrels. You have B7, and B7v2 which was released about 50 minutes after, has that fixed.
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