View Full Version : [WIP][TF2] Stompfest Map (name pending)
ShangoXG
07-18-2008, 07:59 PM
Alright, so JokerZ has basically told me, Zackz and Ditship that he wants us to make an SF map, and we thought it would be best to gather regulars opinions before starting it.
JokerZ didn't exactly give much information into what he wanted -
Like Dustbowl
3 Stages
2 Caps per stage
"TF2 Feel"
basically, he wants it awesome.
so, we are gonna do that, but we need an overall theme to build it around.
so what we thought would be best is if we start this thread, and then you throw any ideas, suggestions, themes out here, even if it is for a tiny section of the map that you think would look totally freaking awesome, ideas are ideas and we goddamn need them with how vague JokerZ has been about what he wants.
throw your opinions in, this is gonna be the SF MAP!
:party0002: :party0002: :party0002: :party0002: :party0002: :party0002: :party0002: :party0002: :party0002: :party0002:
eclyps
07-18-2008, 08:21 PM
castles... call it king of the castle... have a fort on each side, and a bigger fort in the middle set up like a castle. Drawbridges and all.
DO IT
Jokerz
07-18-2008, 08:22 PM
Also if you make maps and want to help get in touch with ShangoXG and see how you can help out from what i understand there are already 4 or 5 ppl helping out.
Prosthetics
07-18-2008, 08:26 PM
make like seige ramps and stuff to the castle in the middle *drools and cums all over*
ShangoXG
07-18-2008, 08:54 PM
hmmm E i like your idea, but remember this is a 3 stage map, unless jokerz would prefer to go with this idea, as great as an idea as that is.
rly, i liek that idea a LOT! :D
but....3 stage map would be rly hard to properly encorporate.
Jokerz
07-18-2008, 08:59 PM
1) some type of waterfall element that plays a role in the overall map
a) Jump down it to get to Cap point
b) build behind it a gun or tele
2) The explosion at the end of goldrush is cool maybe that type of effect after a cap point it taken would blow down a bridge to help take the next map point
Alvari
07-18-2008, 09:12 PM
1) some type of waterfall element that plays a role in the overall map
a) Jump down it to get to Cap point
b) build behind it a gun or tele
2) The explosion at the end of goldrush is cool maybe that type of effect after a cap point it taken would blow down a bridge to help take the next map point
The waterfall idea is good, perhaps if possible make the water texture him somewhat transparent for snipers as well as for the ability of the opposing team being able to see the sentry (balance purposed really)
other Ideas for the waterfall
C. A spawn
D. entrance to a cavern where red point is
The explosion at the end sound awesome. Your map in my mind is beginning to sound like a paradise island type map, which would be a nice change from two teams fighting over ye ol farm or the new industrial plant. Well paradise Island or Mad scientist villian island. I can see it now, the final point is located in a volcano, and with each point closer blu gets the higher the lava rises until when all the points are capture, BOOM!
Virigoth
07-18-2008, 11:54 PM
On the castle, 3 stage suggestion:
the "upper" parapet type stuff, like the other wall, the courtyard and stables, the dungeon, the inner castle and throne room are some quick ones I can think of.
JMaster299
07-19-2008, 12:24 AM
A "castle" theme just gets me worried with how bad the other "Castle" is. Dustbowl style play is good but I would like to see a map where you have to escape from a building or structure instead of breaking in. Blue team are some sort of prisoners and the Red team is their jailers. Stage one get out of the holding area, Stage two get out of the building and Stage three you get out the gate to freedom.
I do not like progrssive spawn points like goldrush. I feel fixed spawn points help keep Offense/Defense maps more balanced. Progressive spawn points work for center points maps where both teams have equal objectives. Limit any massive wide open areas as they only benefit one class. Coming out of spawn to face 10 snipers is just not fun. Something other then the standard Desert theme would be nice door, go with something like an urban enviroment. Even better would be a trashed urban enviroment that has seen a lot of fighting.
The Spyro's A Pie!
07-19-2008, 01:07 AM
NOt sure if they have the textures for it, but I think a factory would be cool. The first stage could be the outside of the building with the last cap being in the lobby entrance. The second stage could take place withing the factory production line are itself, with the last cap being an elevator. The last stage could be an office like setting, with a CEO like office being the final cap point.
Hydra
07-19-2008, 01:16 AM
try to incorporate some sexy women in bikinis, not sure how that will work out but hey its a suggestion thread
ikem1223
07-19-2008, 01:23 AM
hmm i like the island one, ill make a sketch tonight of what i think the base should be.
ikem1223
07-19-2008, 01:47 AM
http://img508.imageshack.us/img508/7508/74266854ui9.jpg (http://imageshack.us)
http://img508.imageshack.us/img508/7508/74266854ui9.df7d1badbf.jpg (http://g.imageshack.us/g.php?h=508&i=74266854ui9.jpg)
mspaint ftw, but this would be pretty cool.
Discuss
sloppy
07-19-2008, 02:06 AM
shango you can pm me on steam. Ive done a bit of map making with me and my brother trying to create random things. Im pretty good with hammer and know my way around the program so you can pm me or ask me questions about it if you need help/get stuck
Alvari
07-19-2008, 05:51 AM
The first map seems a bit off on the spacing in the the blu is equally close to each side, and red close to mainly point to the second point (which is good and to be expected. Drag out the first map to be a little longer, maybe as a tunnel/s of trees (if possible) to create an more balanced feel. It might be good to give blue a whole side with separate exits like dustbowl for the first map to avoid total red spawn camps though you may be able to space out the
Blu lacks a place to stand still and charge which will likely cause a slight favor for the reds in many cases because most people are not into make shift battlements. (Example when blue is attacking on first map of dustbowl, the red will waste time and ubers just to recapture a defended tunnel) The last map should naturally lack such a space as it is the last map and they are gonna have to work for it.
Third map A and B probably shouldn't be right across from each other with no unclearable obstacles in the way (walls I say)
I made a version of the first area. It may be huge for the planed layout but, keep in mind my scale is none existent really.
http://img410.imageshack.us/img410/2629/stompfestmapdt4.png
The brown represents bridges, gray outlining: underground tunnels, green forest paths.
The tunnel exits are well I'm not sure how I should have placed them so i did my best. Dashed lines equal one way gates. Anyway, questions on how to read my map asked and I'll answer best I can. Otherwise Discuss.
Prosthetics
07-19-2008, 08:14 AM
mm I personally find areas designed for sniper vs sniper as kind of...cant really think of a word, dumb best applies to it. I've been doing a few drawings in a notebook and will post a pic of it when I get a finished result.
ShangoXG
07-19-2008, 09:57 AM
Right, i've got an idea that could work, and encorporating the waterfall and, just for an awesome idea, a volcano.
this is just one idea that i had running through my head, when people said paradise island or evil lair, my mind just jumped to volcano, eh, see what you think, i dont think it would be a good idea to go with this as it would take a long time to do properly...
Stage 1 -
Basically, stage one takes part at the bottom of the river and the waterfall, so blu spawn inside some large fortified boats in the river, with multiple boats to prevent spawn camping, they proceed to cap the first point which could be a small red outpost, then they go to cap the second point, which is a red base inside the waterfall, where there is initially one entrance that can be accessed through two bridges, but the Blu's can open up 2 more entrances either side of the initial entrance by breaking certain points of the mountain which opens up secret passages into the base (the breakable rock will be easily distinguished from the unbreakable stuff) Once they cap the second point of the first stage, the camera's of all players could shake a lot to indicate something has happened (I.e the Volcano has started to erupt)
Stage 2 -
Blu now spawn inside the waterfall of the base they initially captured, and there are three entrances out up to the top of the waterfall (which is now a lava waterfall, and the river connected to it is also lava, to indicate the volcano is erupting and it is flowing into the river, and if you fall in the water it deals say..40 damage a second or so, so not immediate death by touching, but a damn quick one.)
The first cap point could be a relatively large building that all exits from the waterfall lead into or something, i havent thought that part out properly.
The second cap point there could be a large fortified wall spanning from one side of the map to the other, with ramps on either side of the wall to the top of it, which could be a large battlements-type area to fight on, but a hole in the lower centre of it for the lava river to flow through, with a small outpost hut on either side of the wall, and a large raised hut above the river, being held up by metal beams on either side of the river, and with ramps either side for access, but there is also access from the top of the wall, which could be the cap point (im guessing this part would be demo-friendly...)
Stage 3 -
I thought that this stage could just have one cap point, the Volcano.
There would be multiple entrances to the cap point which would be a large base inside the actual volcano, which is slowly becoming more unstable as the round goes on.
The cap inside the volcano would have multiple entrances that all lead to the centre of the volcano, but slightely above the lava, and all entrances would be like hallways, all made out of glass (lava is between 700 °C to 1,200 °C, glass melts at 2,300 °C, :))
so that you could see the volcano, just for visual coolness, and the cap point itself would be a base made out of stainless steel looking material (again would not melt against lava).
This is just one idea i had that would encorporate most of your ideas so far, comments?
oh, and the volcano would have the words www.stompfest.com (http://www.stompfest.com) in large lettering across it, so it is visible, it would be the SF Volcano! :D
Timmah!
07-19-2008, 11:56 AM
I'm glad we call ourselves Stompfest and not Alan Parson. :D
Alvari
07-19-2008, 12:23 PM
I know I've contributed to this idea already but it seems like we have a rather important oversight, Textures? Is it a problem to get a tropical Island/evil lair feel, or lava.
sloppy
07-19-2008, 01:35 PM
We should turn this into a contest so I have a chance at winning for once...
Alvari
07-19-2008, 02:02 PM
Eh contest imply people working separately, and On a project of this size combining and bouncing Ideas off each other seems like the best idea.
ShangoXG
07-19-2008, 04:27 PM
yes, a contest would be bad, because it would take longer, and be of a worse quality, if it is a team effort, each person can focus more on their specific area of the map, meaning that it is of a higher quality and better map in general.
Remember, if anyone, ANYONE who is part of the SF community wants to bring something to the table, be it ideas, suggestions, you can post on here, and if someone wants to lend a hand making the map themselves, just ask me and i can see how you can help.
and if you have multiple ideas, keep posting them in, the more ideas we have, the more we can work with, and the more chance that it will turn out better.
sloppy
07-19-2008, 05:19 PM
Well has anyone started the vmf for this and made spawn points, dispensers, cappoints?
I bet you 3-4 people have started there own version and have begun laying stuff out. If you wanna get a team effort going get a leader who can organize it and start the basic map then have other people make different areas of the map that there good at etc etc. Then you also get input when they send the map to the next person. I mean you get the idea, but just posting it like this in forums your gunna get people all making there own versions not working together.
RoqueJa
07-19-2008, 09:49 PM
I think it would be pretty cool if there was a cavern with a CP in it and a waterfall as the only entrance. Also if you couldn't see in or out of the waterfall it would allow offense to surprise defense with ubers and defense to surprise offense with sentry setups.
ikem1223
07-20-2008, 02:09 AM
oo contest would be cool.... say a prize is a free SF tshirt? maybe more but i am up to that we just need an over all theme to go around. Castle, or Beach
Guarana
07-21-2008, 06:24 PM
some interesting ideas here, perhaps those interested in actively working on it should meet somewhere with live chat regularly. i like the castle one a lot, but the island would be more unique
Jokerz
07-21-2008, 06:40 PM
few things
1) no prize
2) no castle like theme there are enough castle like themed maps
3) a beach is fine
4) Shango is boss ask him to setup whatever it need
Shango if you need people to help manager or whatever divide that tasks give them to ppl, tell em what to do and give them a deadline...
post screenshots of map as you make it so we can comment. Start a new thread of each revision / change i dont want this thread to get massive..
ASTROBLACK
07-21-2008, 06:43 PM
I would like to request wide-open spaces. I love jumping around as a Scout on cp_fastlane and warpath
Completely outdoor, with natural cover spots
Frodo De Mar
07-21-2008, 07:32 PM
one request, the winning team gets showered in cake
Guarana
07-21-2008, 07:55 PM
one request, the winning team gets showered in cake
Can't have cake, obvious reasons are obvious.
Timmah!
07-22-2008, 12:49 AM
one request, the winning team gets showered in cake
THE CAKE IS A LIE!!!
THE CAKE IS A PIE!!!
THE CAKE IS A SPY!!!
THE SPYRO IS A CAKE???
The Spyro's A Pie!
07-22-2008, 03:17 AM
THE CAKE IS A LIE!!!
THE CAKE IS A PIE!!!
THE CAKE IS A SPY!!!
THE SPYRO IS A CAKE???The spyro is indeed a cake. You seem to have this all figured out.
ShangoXG
07-22-2008, 07:55 AM
Well considering its possible to copy parts from one .vmf map to another, i guess we could have individual people working on seperate parts of the map, but it needs to be organized still.
alright ill start a list of who wants to be involved in the mapmaking side -
me
Dit
Guarana
Sloppy? you wanna be involved?
Anyone else just pm me or post in here, ill add you, then we can get a final list up and get this working.
K Edit - Guarana is in, ikem is out.
Guarana
07-22-2008, 10:23 AM
ill join up, Ive got time at work to put things together, im just not experienced with outdoor environments and doors slay me.
Guarana
07-22-2008, 11:34 AM
apparently edit post is broken or something, but why not make blue spawn offshore, waist deep or so and surf shack an onshore resupply, also if anyone's used sketchup before, its a free Google modeling application that can be really useful for putting out these map ideas, and then maybe have a master shared between the people working on the project.
also ideas for the last stage: http://www.jamesbondwiki.com/page/Blofeld%27s+Volcano+Lair+Pics+&+Clips?t=anon
its kinda the benchmark for lairs, and that rocket can make a good final cap.
i was looking at some other spy type sets, and i thing doc evils lair can amke a good second cap, i dont have images of it now though.
Guarana
07-22-2008, 04:17 PM
ive spent some time at work today comin up with some basic ideas with shape, kinda based on the large image from the 1st page, this is a basic idea for stage 1
http://farm4.static.flickr.com/3099/2693636138_18d07e48c1.jpg
i did this in sketchup so if anyone would like a copy of the model to apply their ideas to i can send it your way, just let me know. otherwise red and blue are spawn/resupply areas, yellow marks a cap point, adn the rest of the colors are basic texture thoughts, tan = sand, greed = dirt/grass, greys are concrete or untouched
ShangoXG
07-22-2008, 05:39 PM
i have to say, im really liking that idea Guarana, and i love the sketch you have made, really helpful!
it seems you have some very good ideas, definately will come in handy for this map!
Guarana
07-22-2008, 05:52 PM
so today was exceptionally slow at work, ive got a pretty well handled sketch now of a possible entire level
http://farm4.static.flickr.com/3073/2693108285_0f3d381df4.jpg
i see the second stage bing a warehouse cap 1 secure entrance, 2 secure evil hq board room, then ride up to the top floors, play king of the hill, secure the nukes, profit.
ditship
07-22-2008, 06:29 PM
I really like this sketchup idea too and would like to see us mock up the map using it before we start making the map in hammer.
Very nice.
PandaBear Assassin
07-22-2008, 06:55 PM
I'm feelin' it.
eclyps
07-22-2008, 07:12 PM
If you guys need help, shoot me a message. I have little hammer experience, but plenty of 3D experience.
http://img341.imageshack.us/img341/5718/render253bq.jpg
Guarana
07-22-2008, 07:17 PM
Dit if you want the sketchup file to modify let me know
and Eclyps, im pretty certain this map will require custom models, and textures too,
sloppy
07-22-2008, 07:33 PM
Yeah ill be involved in it.
I say keep working up that sketchup and people keep playing with it until we get one we all agree on and like. After the sketch someone needs to lay out the spacing (im terrible at it) and we can keep it going from there. Sketches look nice though. and make sketches bigger if possible plz =)
Frodo De Mar
07-22-2008, 07:36 PM
i like these sketches that have been drawn up, good ideas. E's model made me think of avanti which would be a cool type of 3 stage cp map
eclyps
07-22-2008, 07:39 PM
I say we make dust2 from counterstrike. That would be absolutely epic...
Guarana
07-22-2008, 07:53 PM
texture your model of it.
eclyps
07-22-2008, 08:09 PM
that model has well over 2,000,000 polygons. nowhere even close to being optimized. It also wasn't made in hammer. Maps need to be made in hammer. Only props can be imported from other applications.
ditship
07-22-2008, 08:23 PM
Import it as a prop, throw some skyboxes on it...bam.
eclyps
07-22-2008, 08:26 PM
Import it as a prop, throw some skyboxes on it...bam.
doesn't work. I can't remember why. But even if it did work, you'd get 2 fps because of the polygon count.
Guarana
07-22-2008, 08:32 PM
id get at least 4.
In other news though, let me know what you think i should incormporate and where in the sketch, my boss is gone for the rest of the week, which means no projects. no projects means all i do is take calls, which is less than an hour of the day. gimme shit to do. NAO
ditship
07-22-2008, 08:40 PM
I was just kidding. 4 fps should be enough for anyone.
As far as the sketch...the beach part is pretty cool, but the other sections are somewhat lacking.
Maybe develop them further?
sloppy
07-22-2008, 10:17 PM
I say we make dust2 from counterstrike. That would be absolutely epic...
....to easy you just decompile dust2 from css load it up on hammer under the orange box engine get rid of all the random props add a few control points or possible make it caputer the flag then make it in larger scale and viola your done!
sloppy
07-22-2008, 10:19 PM
If you guys need help, shoot me a message. I have little hammer experience, but plenty of 3D experience.
http://img341.imageshack.us/img341/5718/render253bq.jpg
You forgot the entrance/exit of b tunnles into b!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! but still that thing is amazing and prolly took you 435895 hours
*david*
07-23-2008, 12:34 PM
http://farm4.static.flickr.com/3073/2693108285_0f3d381df4.jpg
Here are some thoughts for other things you could add to this design. I fail at all things visual, so you'll have to settle for "word" pircutes.
Part 1: Put broken vehicles on the beach, specifically on the right side of the river. Make the silo have a sniper's nest in the top, but make sure its not too tall to see the door of Blu spawn, and I'd suggest spiral stairs running up it, as opposed to a ladder inside (more chance to pick off someone climbing). Put the first point on the porch or the bar, and make that a bit bigger, perhaps a rectangle that encompases the circle. Make the river deep enough to fully submerge in, and maybe have it swing a little closer to the Blu spawn, so they can get in it before they pass the sand barricade. Keep a grate on the river at the wall that opens after cap 1 is taken. Obviously, there would need to be some obstructions between red spawn and both cap points so you can't have snipers just hang out there. I think Red spawn needs to be reoriented at any rate, so that it can be Blu's spawn for Part 2, like if the whole Part 1 section was pulled further left, and there was a connecting hall or something between Red spawn and Part 2.
Part 2: Put a building in the middle of the pool that could be used as a rear base if Red is pushing hard. Create a tunnel structure under the warehouse, accessable from the pool and from near Red's spawn. It could feed out to a couple different places inside the facility (only usable to do a flanking attack for the 1st point, not so helpful for the 2nd). Try to map out all the corridors vs. open areas here.
Part 3: Call me crazy, but I think that this part might be best as a payload push! You've got a big climbing spiral, and you've got to push the cart up it. 1st checkpoint is halfway up, and victory is the top. Cap points on a climbing map lend themselves to easily to the high-jumping classes, but a payload walk would be fun for all, and I think it would be awesome to have a map that incorporated both. Logistically, if we're at a missle-launching silo, they're gonna have bombs lying around. So Blu has to take one to the missles and blow them up before the launch, the explosion of which causes the whole volcano to go! Whoo Hoo! (ok, maybe not, but you get the point). Also, there was a bit of talk about having lava in the map somewhere. I'd be nice to see that somewhere in the level, even maybe if just bubbling up through some vats or something.
That's all I can think of based on this design. I hope some of these thoughts are useful. :)
eclyps
07-23-2008, 12:39 PM
the fact that there's only 1 way to get up to the top level is a huge no no. There needs to be multiple access points to all areas.
Guarana
07-23-2008, 01:29 PM
http://farm4.static.flickr.com/3059/2695469199_f796ce0919_o.jpg
well i thought the way to the top level would not actually be used, i was going to have the top level based on the Spectre HQ from you only live twice, blue spawn on the 1st floor, one obj on the second and a rocket station to disarm on the 3rd,
David I really appreciate the comments. i thought id have the river deep and wide enough that only scouts, demo, and soldier can jump across, the silo, a lighthouse, i like the exterior ramp up, then having people able to run up a tunnel under the river to one of the buildings on the right. also cliif low enought that rocket jump can get up to the top of, and shit layin around that scouts can get acrobatic on to reach the top of the cliff with their jumps.
stage 2 the new blue building in stage one would be the stage 2 blue spawn, and while you cant see them in the shot, the black smudges are fork trucks and guard towers, you can make out which is which. those green blocks, turbines from ctf_turbine, and the pruple area a production site of some kind. also plenty of props for players to jump on at even a catwalk around the upper portion, might be cool to let players get up to the runway from the left side also. i like the idea of putting a building in the pond and a tunnel from there to the main facility, a tunnel long enough that if players didnt hustle they would begin to take damage inside. the second cap in stage two i thnk should be a meeting room, think doc evils, or the room from behind the intel in 2fort.
I think it would be an okay idea to shrink the overall height of the map and place stage 3 blue on the bottom floor, then make stage 3 cap one a prision-like area, (see shark pit, thunderball.)
i should organise this into a list of objective to be found in all 3 stages, if comments could follow that as well, ill create an outline this afternoon and apply comments to taht.
Guarana
07-23-2008, 02:18 PM
i have started a list of objectives, and made it viewable via google docs. if an admin could sticky this to the top of the post it would be great, i have a feeling longthread will be looong
http://docs.google.com/Doc?id=dffq6tq9_21hf74cngm
ShangoXG
07-23-2008, 07:13 PM
This should'nt a payload map, imo it wouldnt really fit in with the current feel of it.
Stage One cap one can't be an open area, as in completely open as this would be too difficult to defend, people from every direction, as cool as it sounds, it just wouldn't work, so we need it to have some kind of meaning, even if it is as simple as the bar, which would take meaning as a small temporary base, which i think could work. (every beach should have a bar, a beach that doesn't have a bar isn't a beach, its a failure.)
So in stage 2 the pond goes to the main production site area? that is a good idea, keep that definately, more options for players, but not too many, and it could end up as a choke point, which also is good.
And also i don't get it, is stage 2 cap one in the production site building place thing? because that is a good idea if not, if it is already, goodgood.
i think there should be multiple lifts that are opened, but not working yet in stage 2, that would lead to the third stage area, and then in stage three, you spawn in the lobby where the lifts are open, as if you had just used them,(i have a really good idea on how to do this)
and yes, do not make the skybox too high as otherwise this could cause problems such as demomen using 8 stickies and an uber to get literally across the map in seconds...we dont want that....
So, instead we could have it a medium-high skybox, and on the second stage have the
lift going quite high, as in up to the skybox, and then just put a texture of some ground just above it (all just below the skybox), and maybe use some 3d skybox effects etc.
These are just some ideas i thought of while looking at this Guarana, but man, amazing work, you are really bringing this project along. well done.
EDIT:
E, seeing as you think de_dust2 in TF2 is a cool idea, i decided to start working on it, i've got the .vmf file from CSS and will start work tommorow, need to keep myself from getting rusty with Hammer anyways lol.
Guarana
07-23-2008, 07:54 PM
stage one was production/ airstrip, every evil hq needs some escape plan, i thought the tunnel from pond to the prod. area would be something similar to wells center water areas, but longer, but with width they could be an interesting fight area, the 0g timed
and lifts, wow, you and i cant even make doors work yet lol. but i like that, jsut seem like they could take a while since they have to go up and down, but maybe just show them at the bottom and then jsut spawn at the top, leave it to the imagination.
and are you planning on replacing the dust2 textures with tf2 ones? i think it would go a long way to making the map win.
eclyps
07-23-2008, 09:13 PM
This thread has been stickied :)
sloppy
07-23-2008, 09:28 PM
Shango message me on steam when you see this!
AzzSazzin<TWM>
07-23-2008, 10:15 PM
I'm not a map maker but I gotta give props to Guarana. Those sketches really have me intrigued. Get this baby made I can't wait to frag on it:cool0018:
ShangoXG
07-24-2008, 08:01 AM
yea guarana, i meant it like that, you would see the bottom of the lift, open doors etc, but it wouldnt work (this is on stage 2)
then on stage three you would spawn at the very top, as if you had just taken the lift, and the doors are open.
Yea ill be replacing the textures in de_dust2 for tf2 ones, fiddling with it etc, just a side project really until we start the mapmaking stage of this one.
Guarana
07-24-2008, 10:44 AM
sounds good, im going to set up the final level on another sketch, its just tough to work in there right now. ill set it up with 3 lifts, 1 of them a larger service elevator, and maybe have it look like the resupply was taken from red, put it on a hand cart leaning against the wall or something. that would look neat i think. ill try and get a new sketch or for stage 3 today.
Alvari
07-24-2008, 11:03 AM
This should'nt a payload map, imo it wouldnt really fit in with the current feel of it.
Stage One cap one can't be an open area, as in completely open as this would be too difficult to defend, people from every direction, as cool as it sounds, it just wouldn't work, so we need it to have some kind of meaning, even if it is as simple as the bar, which would take meaning as a small temporary base, which i think could work. (every beach should have a bar, a beach that doesn't have a bar isn't a beach, its a failure.)
stage one was production/ airstrip, every evil hq needs some escape plan, i thought the tunnel from pond to the prod. area would be something similar to wells center water areas, but longer, but with width they could be an interesting fight area, the 0g timed
Combining these two ideas we could have the second cap point be located in large airplane, or more sinister yet a zeppelin. We have a choice of making a red spawn in the zeppelin/airplane a semi good distance from the point but also close enough to the point were it is still relatively easy to get to. That or just add a back entrance for red to enter that is hard for blue to flank and camp. The plane would also need several entrances as to make it possible to for blue to successfully invade.
So in stage 2 the pond goes to the main production site area? that is a good idea, keep that definately, more options for players, but not too many, and it could end up as a choke point, which also is good.
And also i don't get it, is stage 2 cap one in the production site building place thing? because that is a good idea if not, if it is already, goodgood.
This idea is fine but perhap make a dry area for blue to hang out below the pond and where blue can go and charge up ubers and then attack the point from below. I know I seem to be attach to the idea of a semi "safe house" but its a fact that the blues lose a lot on dust bowl simply because they can't get a safe place relatively near to the point to charge.
i think there should be multiple lifts that are opened, but not working yet in stage 2, that would lead to the third stage area, and then in stage three, you spawn in the lobby where the lifts are open, as if you had just used them,(i have a really good idea on how to do this)
and yes, do not make the skybox too high as otherwise this could cause problems such as demomen using 8 stickies and an uber to get literally across the map in seconds...we dont want that....
So, instead we could have it a medium-high skybox, and on the second stage have the
lift going quite high, as in up to the skybox, and then just put a texture of some ground just above it (all just below the skybox), and maybe use some 3d skybox effects etc.
These are just some ideas i thought of while looking at this Guarana, but man, amazing work, you are really bringing this project along. well done.
EDIT:
E, seeing as you think de_dust2 in TF2 is a cool idea, i decided to start working on it, i've got the .vmf file from CSS and will start work tommorow, need to keep myself from getting rusty with Hammer anyways lol.
Nothing I can think to add here, sounds cool.
ShangoXG
07-24-2008, 03:55 PM
Awesome! i love that everyone is chipping in! :)
Alvari i like the idea of a semi-safe house thing, that would be great as blue would need somewhere to charge up ubers, perhaps the watery well-type area that connects the pond and the first cap for stage two could have secret side tunnels that arent submerged in water, like you would swim a small distance, then go directly up, and you would be on a side ledge, where you could charge an uber, then swim back into the main water tunnels, something like that alvari?
Something to think on surely.
if anyone else wants to chip in, remember, you are always welcome, at the moment the same few people are throwing ideas around, if you feel perfectly happy with how this is going, thats great, but if theres anything you DON'T like, or feel could be improved, just say guys :D
Let's keep this ball rolling!
ikem1223
07-24-2008, 04:57 PM
hmm.........
ShangoXG
07-24-2008, 06:10 PM
hmmm? you has input into this thurr project?
Oh by the way, Sloppy is in, meaning the team is now -
Mapmakers -
Me
Ditship
Sloppy
Guarana.
Basic drawups of mapping and stuff -
Guarana
possibly Eclyps?
Ideas -
Everyone
ikem1223
07-24-2008, 07:36 PM
the map looks like it is coming along good. i have tinkered with mine.
ShangoXG
07-24-2008, 09:40 PM
cool, im unhappeh that you dropped out of this project :(
but happy that you are making a map by yourself! :)
It'll be interesting to see how yours turns out, infact it'll be cool to see how this one turns out aswell infact :D
eclyps
07-24-2008, 10:40 PM
http://jeroendessaux.be/TF2Tut.doc
eclyps
07-25-2008, 09:24 AM
Moved to map making forum
ShangoXG
07-25-2008, 09:29 PM
http://jeroendessaux.be/TF2Tut.doc
Read it all, i knew about most of this stuff already, but there were some things that, while painfully obvious, are almost always overlooked (yes, even by myself) such as to why a lot of people's maps are amazing, but never up to valve standard and i have found out why, it's because of the tiny little details.:anim_61:
TEENY TINY LITTLE THINGS! THESE ARE NOW #2 PRIORITY IN SF MAPS! #1 is getting the map functional and fun, aka the main part, but if we get it right by adding small little details, and extra little things that most leave out we will take it from "great" to "holy shit i just got a letter from valve they want this added in the next update guise"
i am now head leader of development on small details for the SF Map as my general mapmaking skills are average at best, but i like to focus on the little details usually, hence it seems fitting, everyone else has their strong points so far.
oh btw the map still needs a name.
we have a general theme, while we are still accepting ideas for little things that could be added, we also need a name for the map.
go. :evilgrin0046:
*david*
07-26-2008, 01:13 AM
Possible Names:
cp_island
cp_volcano
cp_stompfest!
cp_lair
any combination of these (i.e. stompfest island)
ShangoXG
07-26-2008, 08:43 AM
goood, goood, thats some ideas.
MOAR!
blahdan
07-28-2008, 03:02 AM
first ones that came to mind:
cp_island_incursion
cp_doom_mountain
cp_bond (overall map is like 'you only live twice')
Guarana
07-28-2008, 02:44 PM
Oh hai Guys, im back after the weekend, with new stuff!
http://farm4.static.flickr.com/3004/2710331133_10bdfc83df.jpg
this is where im at for the first floor of the second cap the two small eveltors are the spawns, and the large center one is the resupply, i plan on cluttering the outer hall to provide cover and maybe we can build fortifications or blast doors to keep red from getting right up to the spawns also some vents to get between the walls or somethingbut then have part of the middle open to the floor above. if this ends up being a 3 floor stage, id would switch this to the middle floor and have the ramps up on the oudside and te ones to floor on where the ones up are now.
let me know what you all think
edit: looking at it now, i really dont like the scale, the spawns should all be close and end up in the back 1/5 of the circle so the hall around the outside is good and long.
Timmah!
07-28-2008, 08:18 PM
edit: looking at it now, i really dont like the scale, the spawns should all be close and end up in the back 1/5 of the circle so the hall around the outside is good and long.
I may be misinterpretting this, but if you put the two spawns close to each other, RED has too much of an advantage.
Suggestion not related to the statement above: Have the elevator's climb to the top be the setup time. Actually have it show the elevator shaft moving down really fast and the elevator shaking slightly the whole way up... would be pretty cool. Plus it would add a new dymanic: neither team would be able to see what the other team's class distribution is before the start of the round.
Guarana
07-28-2008, 09:34 PM
moving elevators is a dynamic thats pretty far beyond me right now, and it would be challenging to have a team get on the elevators all the time, they have to travel both ways, i could move them out around the circle and have the resupply somewhere else. red could also be kept on a different floor during setup, but i think id just put doors midway around the outer edge to stop red, also having the curves seems like something that would not be good for sentry setup, as a demo can plant on the wall opposite without exposing himself
Guarana
07-29-2008, 01:07 PM
i have another floor plan sketched for stage 3 part one today with 4 ramps to lead up to the second cap
http://farm4.static.flickr.com/3027/2713463389_0a2e05ac1e.jpg
ShangoXG
07-29-2008, 06:38 PM
looks good so far, and i love the idea of having the lifts moving up as setup time, i definately feel that it would help have our map stand out from many others, so if no one knows how to do it i will try and research it so that we could get it working, as that would be so kickass! ^^
Tango
07-29-2008, 07:48 PM
Submarines you can go inside and can somehow puncture to flood!
sloppy
07-29-2008, 10:45 PM
looks good so far, and i love the idea of having the lifts moving up as setup time, i definately feel that it would help have our map stand out from many others, so if no one knows how to do it i will try and research it so that we could get it working, as that would be so kickass! ^^
I can make moving lifts....but with the physics engine there glitchy as *^#$*^#$*^#$*^#$ and people could fall off....then if people fell off they would have to wait for the lift to come back...unless you wanted to add stairs and a lift just for kicks and giggles
eclyps
07-29-2008, 10:47 PM
just make like... teleport pods... people run in, a colorful flash, and then they appear on the other end. Nobody wants to wait for a lift, and it'll just cause problems.
ShangoXG
07-30-2008, 09:22 AM
i like i like, but where the blu spawns are, you should add a wall to where they walk out, so there are two ways they can walk out, otherwise one sentry could cover both sides there.
Timmah!
07-30-2008, 03:48 PM
I wasn't suggesting that the elevator go down, ever. What I was suggesting is: during the "setup" phase of the round, the entire blu team is in a large elevator lift with grate walls. Through the grated walls, players inside can see the walls of the elevator shaft. At the end of setup, the elevator is finally reaching the top; the door opens (and stays open), the blu team charges out and the battle commences. Anyone on blu respawns from the elevator (which is already at the top). I think the red spawn should be from some back room, and not a separate elevator - under the premise that the blu team already killed the entire red team in the room where the bottom of the elevator shaft is; and now blu has to fight through other red team members that were waiting at the top (not that the actual players would change). Just like any other attack/defense TF2 map... the red team starts further back than the blu team. This also adds the natural challenge for red engineers to get their defenses up with limited resources (metal) before the setup time expires. If red spawns right next to blu, then red will have no problem building a ton of level 3 sentries (they can get unlimited ammo from their own spawn, and don't need to worry about building teleporters).
ShangoXG
07-30-2008, 10:42 PM
yeayea, setup phase elevator only.
add like, 4 layers of floor so that they wont sink in.
it would be hard to make it so that they only spawn at the bottom of the elevator once, but spawn at the top the rest of the time though.
wierd.
eclyps
07-30-2008, 10:44 PM
I wasn't suggesting that the elevator go down, ever. What I was suggesting is: during the "setup" phase of the round, the entire blu team is in a large elevator lift with grate walls. Through the grated walls, players inside can see the walls of the elevator shaft. At the end of setup, the elevator is finally reaching the top; the door opens (and stays open), the blu team charges out and the battle commences. Anyone on blu respawns from the elevator (which is already at the top). I think the red spawn should be from some back room, and not a separate elevator - under the premise that the blu team already killed the entire red team in the room where the bottom of the elevator shaft is; and now blu has to fight through other red team members that were waiting at the top (not that the actual players would change). Just like any other attack/defense TF2 map... the red team starts further back than the blu team. This also adds the natural challenge for red engineers to get their defenses up with limited resources (metal) before the setup time expires. If red spawns right next to blu, then red will have no problem building a ton of level 3 sentries (they can get unlimited ammo from their own spawn, and don't need to worry about building teleporters).
awesome...
sloppy
07-30-2008, 11:03 PM
yeayea, setup phase elevator only.
add like, 4 layers of floor so that they wont sink in.
it would be hard to make it so that they only spawn at the bottom of the elevator once, but spawn at the top the rest of the time though.
wierd.
Na just gotta use some logic in/out commands :)
ShangoXG
07-31-2008, 06:11 PM
k cool so we know that we CAN do that :)
Da#1Stunna
08-07-2008, 04:18 PM
yeayea, setup phase elevator only.
add like, 4 layers of floor so that they wont sink in.
it would be hard to make it so that they only spawn at the bottom of the elevator once, but spawn at the top the rest of the time though.
wierd.
mabye something like a sort of freight elevator used in the OLD half life, only the platform slides under the floor when it reaches the top? and make more than one, so that people may come in as groups(seperating each platform 7-8 secs apart.......and to prevent everyone from getting spammed while on it; throw a opening fence at the top
Guarana
08-07-2008, 09:49 PM
this thread hasnt been active lately, just droppin in to let ya know im still workin on it. we lost one of our site admins last week, so were busy tryin to figure out how he operated his facilites. this will slow down soon enough. then theres school... stay vilgilant
sloppy
08-08-2008, 12:00 AM
I have basic layout for map done screenshots tomorrow maybe if im not lazy
ikem1223
08-20-2008, 03:01 PM
umm... so
uh oh
http://forums.steampowered.com/forums/showthread.php?t=713793
this could be bad....
how close is it to that?
also
now that my map is like done
I CAN HELP!
Guarana
08-20-2008, 03:10 PM
wow thats impressive, well have to push the bond themes hard, hes got some pretty fancy work in there
ikem1223
08-20-2008, 03:12 PM
yea :/
so
sloppy
im going to get that vmf right???
PandaBear Assassin
08-20-2008, 03:19 PM
umm... so
uh oh
http://forums.steampowered.com/forums/showthread.php?t=713793
this could be bad....
how close is it to that?
also
now that my map is like done
I CAN HELP!
Man it's some pretty talented people out there. That map looks really good. But I know we can top that!!!
ikem1223
08-20-2008, 03:21 PM
we will.
/brush shoulders off
jk i am not the best
ShangoXG
08-20-2008, 03:32 PM
eh, thats quite different to ours, but with the same general theme, we can still pull this off without being labelled copycats, but i must admit, that robot looked fekkin awesome.
Also theirs is a ctf style map, we're still good guys
ikem1223
08-20-2008, 03:40 PM
HMM
pl
we could blow something up on the island?
Guarana
08-20-2008, 03:46 PM
well there is to be a rocket on the final cap of our map
ikem1223
08-20-2008, 03:48 PM
hmmm true. blue could blow up the rocket b4 it takes off?
i have made a little pl map and i can do it.
Guarana
08-20-2008, 03:52 PM
rocket blow up, or if blu fails, rocket launch.
ikem1223
08-20-2008, 03:57 PM
hmm
could do that too
i specialize in those map effects ehhe
Guarana
08-20-2008, 04:02 PM
we gotta get our map into hammer, anyone know what else we need before then?
ikem1223
08-20-2008, 04:13 PM
it is supposedly already in there
the base is done i guess....
Guarana
08-20-2008, 04:22 PM
seems so, sloppy can we see your screens?
ShangoXG
08-20-2008, 05:14 PM
yaya, screens pls.
Also, seeing as sloppy has done the base, we need to work out who is going to do what in the production of the map, so here is a base idea -
I know ikem is good with effects and stuff, so is Ditship.
Sloppy is working on the base, and is good with the input commands and stuff i think.
I'm good with things such as props, little extra additions, sort of an editor (like, making sure it all works well, and it doesn't look bland) etc.
and i know Guarana is good with textures and decals, so he could work on that.
So for now we are set, if anyone disagrees with this layout or feels that they could put their mapmaking skills to better use in another area of production just say and i can update the list, and of course anyone else that would like to step forward to help now that we have got this ball rolling is welcome.
and also Guarana said he could set up an ftp access area on his home server and we can store the source stuff there, for the most recent versions.
sloppy
08-21-2008, 10:06 AM
Base is done ikem has maps and i believe is texturing it / revising it. My version of it would be very ugly because its basically a spawn, 2 control points, random textures, and the basic landforms of the map. When texturing is done im sure someone will throw up screens
ShangoXG
08-29-2008, 08:23 AM
K so Ikem has his hands full with 9812742321 other projects so he is sending the map to me to look at and work on, and then ill send it to guarana for the final textures.
BUT i wont be able to start it until like....next friday or something as i have holiday + college when i get back so ya :D.
This ball will get rollin' soon guys, promise! =)
ikem1223
12-21-2008, 09:15 PM
welllllllllll
sloppy and i got a talkin....
and yea we are going to start on it again...
right now
Part one - sloppy
part two - idk...
Part three - Ikem
i will plly be doing all the ents in it since sloppy doesnt do anything with that
but it will be a 3 part pl map
just like the setup as we have talked about
i have the volcano done i am starting to put builings around it.
have any more comments please post
ikem1223
12-22-2008, 01:35 AM
http://i134.photobucket.com/albums/q120/ikem1223/stompfestpart30002.jpg
this is third part
http://i134.photobucket.com/albums/q120/ikem1223/stompfestpart30000.jpg
it is purple cuz i havent done cubemaps yet
Guarana
12-26-2008, 04:41 PM
Ikem your making me wet, Im beack to a point where i can resume this as well
eclyps
12-26-2008, 05:06 PM
that actually looks really damn cool. I'm excited
Alvari
12-27-2008, 04:07 AM
Aye... this is my first time really looking at this thread since we decided on a theme... it looks like its gonna be really cool looking if nothing else. I would love to test it out whenever you guys get a map test going.
ikem1223
12-30-2008, 05:00 PM
NEW SCREENIES! :O
http://i134.photobucket.com/albums/q120/ikem1223/stompfestpart30000-1.jpg
http://i134.photobucket.com/albums/q120/ikem1223/stompfestpart30001-1.jpg
eclyps
12-30-2008, 05:29 PM
looking sweet so far. I really hope this is an ongoing effort. I've said it before, you have such amazing potential with maps you develop, but I think you give up to quickly on them. I wanna see this baby all the way through alpha, through beta, and through 3 or 4 final releases :)
ikem1223
12-30-2008, 05:33 PM
yea i know i have settled on three maps that i am just going to finish
cp_dust_town (dust2) which is in beta
koth_the rock in alpha
and the sf map which is in dev
ikem1223
12-31-2008, 02:15 PM
well ok i need some input
for part 3 (final)
3 cp map... (not pl anymore) (but if u want pl i can switch it.)
but the first and last caps will be able to cap. (kinda like steel) but the chances of blue capping the last is very slim.
so i will leav it open. BUT
if u decide to cap the first the whole base will go into lock down. and u have to cap the other point next.
idk just a idea i had
http://i134.photobucket.com/albums/q120/ikem1223/stompfestpart30002-1.jpg
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