10-07-2007, 12:24 AM | #1 |
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Small scale CTF map - ff_derive_b2
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Download Derive beta 2 - Click to see the beta 2 changes and stuff. This is my first map, and it's a small scale ctf map, roughly 3v3/4v4/5v5. I made it basically as a learning experience more than anything, but hopefully it'll have some worth as a niche map. Also, it has a load of doublejumps that I intended to be useful, since I found the official ff maps to be relatively lacking in opportunities. There's a demo showing off most of them, included. At this point it just needs people to play it (preferably with proper teams, something I haven't had the chance to try yet.) and give me opinions before I finish it off. Here's what I stuffed in a readme file: First of all, this map is small. 4v4 would be an ideal team size with two offense and two defense on each team. Of course, you can try more, or fewer - but it was originally designed for 2v2. Derive is my first ever map. This means it's a little on the basic side, visually. Due to this, I tried to concentrate on the gameplay and performance aspects as much as I could. Doublejumping is something that I've catered for alot in this map - there are at least 20 (intentional) doublejumps in the map (10 per base,) and all of them have a use. Fortress Forever is a very offensively-biased Team Fortress mod - taking this into account, I made the decision to add some obvious choke points in the map. There's only one entrance to the flag room, and it's only wide enough to fit two people through it at once. It's not too easy to block either though - people are easily conced out of the way and off the ledge that the doorway sits on. To reward the offense for passing this chokepoint, I put a window into the flag room which the flag may be thrown though to the front door. The window has team specific lasers, so only the defending team and the flag can pass through. This can be a risky move, though, since the defending team's respawn is also right outside that window. It's up to you to decide whether or not the enemy team can hold the flag there, or whether you'd have better luck running the flag out yourself. Defensively, the main point should be the ramp room - this room needs to be passed through to reach the flag room. It's also a better room to position a sentry gun than the flag room, because the flag room's window leaves it very open to attacks from the outside. Feel free to experiment of course. You can use the window to quickly move between the frontdoor/ respawn area to the flag room or ramp room. I hope you enjoy the map at least as much as I enjoyed making it, I've learnt alot about mapping in the past two weeks or so, and after a short break there may be a full-scale map coming out of me in the future. With lots more doublejumps. And vertical spaces. Thanks to: ---------- Nest - for constantly paying an interest and helping me playtest. Defrag - for answering all my questions. Fluke - for helping playtest. Those 5 or so random dudes who showed up while I was initally testing the map on an open server. The Fortress Forever Development team for making an awesome (if currently severely underrated) mod. You made the Source engine feel good. Kudos! Screenshots: Outside Front door / Main ramp Ramp Room Flag Room One-way tunnel from Balcony to Ramp Room Flag Room from the opposite angle Last edited by scaryomg; 11-01-2007 at 02:06 PM. |
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10-07-2007, 11:09 AM | #2 | ||
[AE] 0112 Ihmhi *SJB
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Your map is not all that bad. Couple things I would like to address.
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The fan that brings you in from the upper deck is buggy. Before you actually step in front of the fan (when you are about a meter away around the corner) it sucks you in and then pushes you a dismal two meters. The fan serves as nothing other than a door blocking obstacle (and a lame one at that). If you really insist on leaving it there, at least beef up its push some. If the hall with the fan could be widened to account for bhoppers that would be swell, too. The lasers in the flag room as a drop down to the front door will just serve as a place to toss the flag out. I really doubt anyone is actually going to run the flag out - ladders make that a pain. All in all though not bad for your first map, kudos on poppin' your Hammer cherry. d:
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10-07-2007, 11:53 AM | #3 | ||||
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It's still possible to get the flag out that route, but it means throwing the flag a few times, which I'm ok with simply because I don't know of any way to stop that. If there's a better way to do a one way entrance, I'll look into that also, though. I'll play with the trigger_push entities some more, either way. Edit: I may end up having the tunnel straight horizontally and then with a vertical drop at the end, just inside the doorway, with the fan blowing downwards to stop people concing/rocketjumping up it. Quote:
I appreciate the feedback, thanks. Something else I should've added to the first post is that it's not quite as dark as it looks in the screenshots. The front door area is dim in the corners, but the rest of the rooms are progressively brighter untill you end up in the nuclear apocalypse of light that is the flagroom. Last edited by scaryomg; 10-07-2007 at 12:10 PM. |
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10-07-2007, 12:20 PM | #4 |
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To fix the loading screen, compile the texture with
"nomip" "1" "nolod" "1" Orr just use this fixed vtf I made for you Other points: I think slightly too dark in general. I know it's supposed to be nighttime, but that doesn't mean the insides can't be well lit, and even the outside should be a bit lighter to make it easier to see. There should be some way for heavier attack classes to get in the upper ledge. Just a ladder at the side would do. Especially useful for spies . I'd get rid of the front door. |
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10-07-2007, 12:24 PM | #5 |
[AE] 0112 Ihmhi *SJB
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Fortress Forever Staff |
I think the dark yard is important since snipers do not have a deck to go on. They need to be able to blend in a little better in the yard.
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10-07-2007, 04:52 PM | #6 |
when ff will out?
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I had a go at this map friday night, although I was pretty tired and my computer barely lets me play ff it seemed like a cool map. What was cool were the double jumps across the maps, hadn't really realised their usefulness. I don't have much experience of 4v4 maps but the layout seemed pretty solid.
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10-07-2007, 10:39 PM | #7 | |
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There's a route up onto the balc! The demo should explain it all, any class can make it, I made sure to test that. Spies would have to uncloak to get up, though. The small walled off part with the crates allow you to doublejump up. Jump from the grass to the concrete towards the tall crate, this will allow you to doublejump up onto the tall crate, and once again from the tall crate onto the wall that extends over it a little. Should be able to land from that doublejump, onto the balcony. I didn't anticipate that people wouldn't pick them up instantly - that small mess-around on friday night was the whole reason I put the demo in, but still I imagine most people don't notice it or don't care to watch it. |
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10-08-2007, 02:11 AM | #8 |
[AE] 0112 Ihmhi *SJB
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I wish you would just rename it ff_dubbajumpa, what with all the double jumps you have in here mang. d:
Also, if you are worried about file hosting, use http://www.savefile.com to alleviate those worries.
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10-10-2007, 12:37 AM | #9 |
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Love your map even though I'm not a concer. Now I tested the map at my home
server and didn't get a loading screen. I figured I fucked something up so even if it didn't have a loading screen put it on my clan server anyway. With futher investigation I stumbled upon this....... You have two vmt files to dl instead of a vmt & vtf so I changed one line to vtf and all is good. "Resources" { "materials/vgui/loadingscreens/ff_derive_b1.vmt" "file" "materials/vgui/loadingscreens/ff_derive_b1.vmt" "file" "maps/ff_derive_b1.lua" "file" "maps/ff_derive_b1.txt" "file" "maps/ff_derive_b1_readme.txt" "file" }
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10-10-2007, 12:42 AM | #10 | |
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10-23-2007, 01:22 AM | #11 |
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Got an update for us? How close to a final?
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10-23-2007, 02:52 AM | #12 |
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Still coming - the release of the orange box has slowed my progress (and by 'slowed,' I mean 'completely halted.' ) But I've redone the wind tunnel - it's now a regular corridor with a trap door at the end, no more trigger_push. The rest should be relatively low effort to sort out. The next release will likely be the final version unless something major pops up, hopefully within the week or something.
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10-23-2007, 03:11 AM | #13 |
[AE] 0112 Ihmhi *SJB
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Best thing to do is to release it as _b2. If there are any other problems, it can be fixed and you can release a final. If not, you can just tell people to change the name to ff_derive.
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10-23-2007, 03:26 AM | #14 |
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Thanks for the update.
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10-23-2007, 05:06 PM | #15 |
OHH! OHHH NOOO!
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Seems good, I'll try it out later
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10-23-2007, 06:48 PM | #16 |
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If you haven't had a chance to run a full on 4v4 (2v2?) or whatever you were looking for above to test it's full potential, I have some pretty decent conc skills and could try to get a couple of friends rounded up and test it out for you...PM and let me know if ya need me to!
BTW looks great!
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10-23-2007, 07:39 PM | #17 |
OHH! OHHH NOOO!
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I'd join in on some 4v4 also, I'm awesome with concs
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10-23-2007, 07:53 PM | #18 |
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Sweet...i say we just set up a time and see what this map really has! I can do it anytime after 5pm MST everyday but Tues and Thurs (all day sat / sun i'm open too!)
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10-24-2007, 04:07 AM | #19 |
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You guys give me a time and date and I can lock the AE server down or leave open what ever turns your skirt up.
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10-30-2007, 08:24 PM | #20 |
OHH! OHHH NOOO!
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Ok so how many people do we have for it atm?
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