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View Full Version : [WIP] [TF2] CP_Medieval_Siege


ikem1223
08-18-2008, 06:51 AM
Creator: Ikem
3 cap
you can cap them in any order.
when setup ends the siege goes though a broken wall. (in game effects)
1 red spawn, 1 blue spawn.

http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS1.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS2.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS3.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS4.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS5.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS6.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS7.jpg

plz comment.

Frodo De Mar
08-18-2008, 07:01 AM
very fun and interesting layout. only messed around in it, i would like to see how this plays with full competing teams

ikem1223
08-18-2008, 07:54 AM
http://www.fpsbanana.com/maps/63257

i uploaded it to fpsbanana

thanks frodo. yea there was like 6 of us and we were having a good time. lol

eclyps
08-18-2008, 08:03 AM
looks awesome. Looking forward to testing it out

ikem1223
08-18-2008, 08:08 AM
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

lol once i get this finished it will be stage one. and you will get your draw bridge. thats if you will ever play hehe

Jokerz
08-18-2008, 10:11 AM
I like the overall map but it need alot more detail and brushwork. Also I think after the new update valve is release more textures so might want to use those.

Also the Stompfest.com texture have to go or become smaller. As much as i like them the color theme of this maps makes them look really tacky.


-J

PandaBear Assassin
08-18-2008, 10:12 AM
I was actually pretty damn impressed with this one ikem. I really like how it has grass instead of the usual sand or concrete. I had fun last night just messing around. If ur on tonight, can we give it a good serious test with a few people on now that you've finished it?

*dianne*
08-18-2008, 01:34 PM
So i was thinking, maybe something a little less loud than the sf sprays. I imagined flags, red and blue on the cp's and castle, walls and such. Like you would see on the castles in the movies :D

http://www.dkimages.com/discover/previews/943/50430086.JPG

eclyps
08-18-2008, 01:54 PM
So i was thinking, maybe something a little less loud than the sf sprays. I imagined flags, red and blue on the cp's and castle, walls and such. Like you would see on the castles in the movies :D

http://www.dkimages.com/discover/previews/943/50430086.JPG
i'm eclyps, and i support this message

ikem1223
08-18-2008, 02:21 PM
hmm you make a good point. although one person reated it as a 10/10!!

anyway... i said on fpsbanana that i will be making it a 2 stage map. so i will add flags and the castle. (dianne knows where the tresure is :O) but would flags be cooler?

*dianne*
08-18-2008, 02:33 PM
Yeah flags are better than sprays!

Prosthetics
08-18-2008, 02:54 PM
I think the grass needs more detail, maybe little hills and sharp cliffs outside the castle, becuase it looks so flat and boring atm. Also maybe have the first point be like the courtyard of a castle, and then have a castle where once you walk in the large front door theres like a huge feasting table, cap that as the second. As a credit to SF though, I suggest a huge texture saying stompfest.com outside the map. Like you know when you go to spec how there can be like a huge area of nothingness outside the actual map? I suggest putting something huge there.

ikem1223
08-18-2008, 02:58 PM
kk the ground is no that flat it is just the pics. it also is small than it looks. also i a, adding flags at the cap points

ikem1223
08-18-2008, 05:32 PM
so i still have a 9.7/10 on fpsbanana. which i couldnt ask for better.

so flags are a PAIN to make.... also i need an idea for the logo. i dont have the vtf plugin so i cant make them. i dont even have photoshop right now (not installed) but i will put flags in.

also i have been getting comments about having the BIG castle open up and there be like 1-2 more caps in it. like on on a huge table. IMO that would be awesome. i have it that the doors open up but i have nothing to trigger it. lol. would adding another cap in the castle be too much? you will have to play it to actaully feel the size of it. (i say a medium map)

anyway, i changed the water so it looked better and added some towers (not acsessable) added a few trees and such.

ikem1223
08-18-2008, 06:22 PM
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS10.jpg

havent gotten the flags done. yet. having them curved crashes hammer.

ditship
08-18-2008, 06:22 PM
It looks great so far. You're getting really good with Hammer.

ikem1223
08-18-2008, 06:29 PM
thanks you tought me alot

ShangoXG
08-18-2008, 07:52 PM
oh so that was what was crashing hammer? lol.
looks good still.

Prosthetics
08-18-2008, 08:44 PM
i'm eclyps, and i support this message

I'm Prosthetics and I support this support message.

ikem1223
08-19-2008, 01:44 AM
UPDATE:

ok it isnt a free for all cap now. it is like gravel pit where the bottom two have to be capped first.

i lowered the b point so a soldier can jump up there.

created another story plot in the map.

the doors open when the round is finished to reveal something :O

ikem1223
08-19-2008, 03:20 AM
UPDATED on fpsbanana

http://www.fpsbanana.com/maps/63257

hope this brings in more people.

also E how do i post this on steam/valve forums. i want them to c this.

MAYBE, just MAYBE. it might make the new update after heavy. but i am getting to "up there" xD

eclyps
08-19-2008, 06:31 AM
http://forums.steampowered.com/forums/forumdisplay.php?f=343

post it in there.

Any chance we could provide you with a much more subtle Stompfest logo (smaller, tan or brown to match the setting) for you to put up on just one of the walls?

ikem1223
08-19-2008, 09:29 AM
heck yes. i dont have photoshop installed so i cant really make one but yea. that would be sweet.

Jokerz
08-19-2008, 11:30 AM
are you using the vtf file thats from stompfest.com if so just edit the vmt file in notepad...

currently its "$decalscale" "0.5"

see what .25 looks like...

ikem1223
08-19-2008, 12:03 PM
kk ill try that i know i could do it i didnt know if a different color would look better. IMO a tan one or grayscale one would be cool. and i might go with .125 or a little bigger. cuz 1/4th the size would be perfect.

8bit
08-20-2008, 03:14 AM
Since there is only one colour to the design (no... black and white don't count). You can easily just load it up in photoshop and hit Ctrl-U and adjust the Hue to get the colour you want.

PM me if you need a version of the decal in a different format (PSD PNG TGA).

-8bit

ikem1223
08-20-2008, 03:21 AM
so you made it? well i dont have the vtf plugin.... i really have never imported a decal but idk what color would look good.

eclyps
08-20-2008, 06:38 AM
the color of dirt. Like a brownish tanish color.

ikem1223
08-20-2008, 01:07 PM
It has been updated. Very close to releasing this thing. All i have to do for the final is add some cameras. (For spec.)

Here are the most recent pics.

http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS41.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS42.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS43.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS44.jpg
http://i134.photobucket.com/albums/q120/ikem1223/Medieval%20Siege/MS40.jpg

eclyps
08-20-2008, 01:08 PM
make sure you do a lot of real world testing and listen to feedback before you go final. Keep it in beta for a couple weeks. No need to rush anything

PandaBear Assassin
08-20-2008, 01:12 PM
Damn dude you made quite a few changes to it since the last time I saw it. It looks really good. Yea I really wanna test it out now.

ikem1223
08-20-2008, 01:14 PM
ye ai know e, i am not changing the layout anymore. but only if it fails. it is still in beta until i think it is ready. lol

Guarana
08-20-2008, 03:15 PM
I like the layout a lot, but i personally am not one to get super excited about hl2/css textures and models in tf2 maps, it take some away from the flavor of the map, but its not something that will affect the gameplay of the map, just something that others will rate on polish. perhaps the new maps released can give you a few more options with tf2 specific textures to use.

ikem1223
08-20-2008, 03:19 PM
not really, all that came out was a new skybox. i thought they would have new texture but no. i might retexture everything to fit tf2. but thats onl if people really complain.

ShangoXG
08-20-2008, 03:34 PM
wooooaaaww massive changes there, it almost lookks crowded, ALMOST.
but i still say its great.

ikem1223
08-21-2008, 12:30 AM
so this screen was of when we were testing the beta.

thats chord hanging off the edge lol..

but the map is being tested right now in another server. It has 32 slots. A guy of fpsbanana has been watching the development of it and really likes it. anyways... dave and dianne are recording demos to show me later

Timmah!
08-26-2008, 01:55 PM
I was really looking forward to playing this map (reading about it on my phone while playing army), and got a chance to play it a couple of times over the weekend and am sad to say that I'm a little dissapointed. Don't get me wrong, it's not bad, but it wasn't what I was expecting/envisioning and would like to make some suggestions for some pretty big changes:

1) What castle doesn't have battlements? needs battlements!
2) Going up to the battlements on the attackers side, put up a couple siege towers.
3) Where the wall explodes open at the start of the round, instead of a blank wall, how about a big ass door with a battering ram in front of it (for effect, like it was just used to bust the doors open/apart)?
4) The trees have to go. They just look wrong, and cause confusion (can I fit between this tree and this wall?)
5) Overall, it just feels a little too convoluted to me. Like it seems like this big open map, but with all the obstacles in the way (huge rocks and trees), there really isn't much room to move around in and it becomes a pyro-fest. I think I counted 6 pyros on BLU yesterday - and that's just gay - it was like a the pyro update all over again.

That's my 2 cents.

eclyps
08-26-2008, 02:02 PM
I was really looking forward to playing this map (reading about it on my phone while playing army), and got a chance to play it a couple of times over the weekend and am sad to say that I'm a little dissapointed. Don't get me wrong, it's not bad, but it wasn't what I was expecting/envisioning and would like to make some suggestions for some pretty big changes:

1) What castle doesn't have battlements? needs battlements!
2) Going up to the battlements on the attackers side, put up a couple siege towers.
3) Where the wall explodes open at the start of the round, instead of a blank wall, how about a big ass door with a battering ram in front of it (for effect, like it was just used to bust the doors open/apart)?
4) The trees have to go. They just look wrong, and cause confusion (can I fit between this tree and this wall?)
5) Overall, it just feels a little too convoluted to me. Like it seems like this big open map, but with all the obstacles in the way (huge rocks and trees), there really isn't much room to move around in and it becomes a pyro-fest. I think I counted 6 pyros on BLU yesterday - and that's just gay - it was like a the pyro update all over again.

That's my 2 cents.
i agree. It was rushed way too fast to be listed as final.

Ikem, you really should have taken the time to let it play out. A few weeks at the very least. Take those suggestions, work with them, improve, resubmit, repeat. You'll know when it's done, because everyone will just say it's perfect.

Tippo
08-26-2008, 06:27 PM
i tolddddd you not to make it final until it was FINAL. when i say final i mean when we say so. lol

ikem1223
08-26-2008, 06:49 PM
:/ havent seen this posted yet .... thanks tippo for bringing it back up.

Glork
08-26-2008, 07:04 PM
I'd suggest keeping the BLU spawn safe from overrun. RED has managed to crush BLU in a couple of games by throwing pyros and demos (sticky spawn doors) at them. Throw in a medic to counter BLU ubers with your own, and it's awfully hard to stop.



When that hasn't happened, though, I disagree with the "pyrofest" assessment. I see BLU with tons of Soldiers and Demos for their mobility, red with a couple of Demos to sticky up points B and C especially, and the usual support crew of Pyros, Snipers, Medics, and an Engie or two. Perhaps we've just had different experiences altogether.

I will echo that the trees are VERY awkward. As a RED Sniper, I remember getting repeatedly fooled by them, thinking I could snipe between branches/trees, even though you can't actually do so.

I'd also like to see a far-left exit for BLU that doesn't require rocket/sticky-jumping.

ikem1223
08-26-2008, 07:38 PM
ok i am redesigning the whole FRONT.

from A to the water.

this will be v2

ikem1223
08-26-2008, 10:10 PM
1:moved B even farther away from red spawn
2:Rotated A, to open up the middle.
3:You cannot pass this area, cuz of #2
4:Added the beginning of battlements
5:Blue spawn will be a siege boat.
http://i134.photobucket.com/albums/q120/ikem1223/MS50.jpg

Timmah!
08-27-2008, 10:46 AM
1:moved B even farther away from red spawn
2:Rotated A, to open up the middle.
3:You cannot pass this area, cuz of #2
4:Added the beginning of battlements
5:Blue spawn will be a siege boat.
http://i134.photobucket.com/albums/q120/ikem1223/MS50.jpg
Timmah! <SF> is now playing Team Fortress 2. :p

Hrmmm... liking the changes I think so far, at least from this view. Nice. Don't forget some siege towers for BLU to get up to the battlements and create more than one way in! *crosses fingers that siege towers can be done*

ikem1223
08-27-2008, 02:24 PM
yea i am going to make the siege towers and have a button/lever to push and drop the bridges to the wall

ikem1223
08-27-2008, 02:49 PM
In the porcess of making that.
http://www.hobbycentre.com.au/zv8513.jpg

Timmah!
08-27-2008, 03:42 PM
Sah wheat. :) Cool man, I just couldn't allow someone to make a map called "Medieval Siege" without any siege weapons! I would recommend trebuchets and catapults, too, but those would only be aesthetic; the towers, however, provide a missing element. :D

:party0045:

ikem1223
08-27-2008, 04:13 PM
well.... there is a way to make a trebuchet work.... i am thinking about putting that in.

Timmah!
08-27-2008, 04:33 PM
well.... there is a way to make a trebuchet work.... i am thinking about putting that in.
:anim_37:

Dude.... if you can make it so that you can catapult cows, Eclyps would probably give you sexual favors. Then again, he'd probably do that even if you didn't, 'cuz he's such a :homoswitch:

PandaBear Assassin
08-27-2008, 04:40 PM
Dude that's awesome that ur adding this stuff in. It's gonna make it way better. So are you going to be expanding the actual size of the map now. I'm only asking cause the only thing that I always wondered about is why the map has all that water? It just doesn't seem like it needs to be that much. lol especially seeing how you can't even go into the water that far out and would have no real good reason to.

ikem1223
08-27-2008, 05:06 PM
yea the siege boat is in the water.

ikem1223
08-27-2008, 08:09 PM
well i am finishing up the siege boat. and going to start the trebuchet or if i cant to that then it will have to be a launcher of some sort.
http://i134.photobucket.com/albums/q120/ikem1223/MS60.jpg

PandaBear Assassin
08-27-2008, 09:11 PM
damn dude. I wish I could see this as ur making it. You got some skills homie. Keep it up. Looks good so far.

eclyps
08-27-2008, 10:31 PM
any chance you could replace the textures with tf2 ones? At least to see how they look?

PandaBear Assassin
08-27-2008, 10:32 PM
any chance you could replace the textures with tf2 ones? At least to see how they look?

Yea I'd be REALLY interested in seeing how it looks with TF2 textures.

ikem1223
08-27-2008, 11:03 PM
....

yea ill have them both. but.... that takes for eva

ikem1223
08-27-2008, 11:46 PM
left or right?
for the texture difference.
http://i134.photobucket.com/albums/q120/ikem1223/texture.jpg

PandaBear Assassin
08-28-2008, 12:23 AM
I gotta roll with the left one

ikem1223
08-28-2008, 12:26 AM
another question should i make the bricks smaller. ill get another pic up

PandaBear Assassin
08-28-2008, 01:38 AM
The bricks for the one on the left look fine to me. Typical Castle bricks lol.

ikem1223
08-28-2008, 01:39 AM
look better?
http://i134.photobucket.com/albums/q120/ikem1223/MSTF2.jpg

PandaBear Assassin
08-28-2008, 01:42 AM
Yes, actually. It's starting to look more TF2'ish instead of HL2'ish. Don't get me wrong, I liked it before but with these re-worked textures it will look even better. Keep it up buddy!

ikem1223
08-28-2008, 01:46 AM
thats the point. cuz other people (not here) kept whining that it wasnt tf2 like. so here we go.

ikem1223
08-28-2008, 01:55 AM
here are some more updated pics
http://i134.photobucket.com/albums/q120/ikem1223/MSTF21.jpg
http://i134.photobucket.com/albums/q120/ikem1223/MSTF24.jpg
http://i134.photobucket.com/albums/q120/ikem1223/MSTF23.jpg
http://i134.photobucket.com/albums/q120/ikem1223/MSTF22.jpg

Lstormy10
08-28-2008, 02:24 AM
Holy cow, that looks awesome.

ikem1223
08-28-2008, 06:16 AM
SWEET finally got the mountian sky to work!!!!. so the sky is from the new arena map. SWEET! compiling now. so pics in a bit or after i get up.

ShangoXG
08-28-2008, 01:18 PM
yay gratz and awesomeness dude, i like the orange texture and stuff, really makes it awesome! ^^

ikem1223
08-28-2008, 02:33 PM
well it is red..... not orange

PandaBear Assassin
08-28-2008, 02:38 PM
lol it is? Totally looks orange in the pics.

ikem1223
08-28-2008, 03:11 PM
yea and it could even be a brighter red to :/
i choose the darker one. also i added a nre feature :O the wall doesnt just blow itself up now

PandaBear Assassin
08-28-2008, 03:15 PM
I'd like to check this out when I get home. Is that possible?

ikem1223
08-28-2008, 03:23 PM
ANYTHING IS POSSIBLE... lol yea

Glork
08-28-2008, 05:15 PM
I'm very interested to test this out some more. The TF2 skins look wonderful, and getting rid of the awkward-shaped trees will help significantly, IMO.

I personally am not sold on the idea of having a trebuchet, but I'll reserve judgment on that one.

Could you put the A/B/C labels on the cap point statuses at the bottom, much like on gravepit et al?

ikem1223
08-28-2008, 05:35 PM
meh right now i got rig of the trebuchet. it causes hammer not to compile. :/

but i have done some other changes.

BTW i will retexture everything back cuz people still want the old looking one. so i will have two identical maps but 2 different sets of textures.

Timmah!
08-28-2008, 05:43 PM
I personally am not sold on the idea of having a trebuchet, but I'll reserve judgment on that one.

Dude...if you can't realize the level of awesome that a working trebuchet would be...then...well, I don't even know what to say to that.

PandaBear Assassin
08-28-2008, 05:44 PM
I'm very interested to test this out some more. The TF2 skins look wonderful, and getting rid of the awkward-shaped trees will help significantly, IMO.

I personally am not sold on the idea of having a trebuchet, but I'll reserve judgment on that one.

Could you put the A/B/C labels on the cap point statuses at the bottom, much like on gravepit et al?

Good Idea about the A/B/C lables

meh right now i got rig of the trebuchet. it causes hammer not to compile. :/

but i have done some other changes.

BTW i will retexture everything back cuz people still want the old looking one. so i will have two identical maps but 2 different sets of textures.

Imo, the TF2 textures look WAY better. We should use that one on the Custom map server once you finished it.

ikem1223
08-28-2008, 06:01 PM
until i get the tred working correctly i am taking it out. sorry timmah. :P

PandaBear Assassin
08-28-2008, 06:04 PM
What about all that water? It's still there. I'm thinking less water...more map.

ikem1223
08-28-2008, 06:17 PM
well not less water not more map. you can go out to some of the boats now. there are docks reaching out there.

PandaBear Assassin
08-28-2008, 06:19 PM
oh you didn't say you added that.

ikem1223
08-28-2008, 06:21 PM
lol well i added it when i added the siege boat.

ikem1223
08-28-2008, 09:48 PM
NEW SCREENS!

i have a verison where it is raining and thunder in the bg too.

http://i134.photobucket.com/albums/q120/ikem1223/MS80.jpg
http://i134.photobucket.com/albums/q120/ikem1223/MS81.jpg
http://i134.photobucket.com/albums/q120/ikem1223/MS82.jpg
http://i134.photobucket.com/albums/q120/ikem1223/MS83.jpg

i got some help with the skybox bug.

PandaBear Assassin
08-28-2008, 11:56 PM
Dude...that looks soooo much better. Good job.

Glork
08-29-2008, 01:06 AM
A/B/C labels? Pretty pretty please?

ikem1223
08-29-2008, 02:10 AM
thats something i have never played with. thats massing with the hud. i will look into it.

btw!

This verison is on the custom server. Plz test it out.

Glork
08-29-2008, 02:18 AM
Like I mentioned earlier, maps such as Gravel Pit have them. Hopefully you can pull something from that. :)

ikem1223
08-29-2008, 02:28 AM
i should be able to cuz look at canalzone. i might actually put different pics there like what the poitns look like.

ShangoXG
08-29-2008, 08:27 AM
gj, very nice, if you got the labels that would just make it doubly doubly cool.

PandaBear Assassin
08-29-2008, 10:44 AM
I enjoyed playing on the 'TF2' version last night. It's way better than the 'HL2' version imo. Ur doing a really good job with this map.

Timmah!
08-29-2008, 11:25 AM
yah... those last screenies are looking pretty sick. Very nice! High Five!

:party0019::party0018:

One question, I can't tell for sure from the screenies (and haven't played it yet on the CRS): is BLU funneled in through one passageway once they get in through the main gate and/or siege tower?

If so... an alternate path in might be nice, like a short sewer tunnel off on one side? Like, I'm thinking of the final battle in LOTR: The Two Towers on this one... how there was a little sewer tunnel at the bottom of part of the wall with just an iron gate where the suicide-bomber orc ran in and blew up a chunk of the wall. I'm not suggesting adding orcs, but maybe have a sewer tunnel like that with a gate that a soldier or demo can blow open? Just an idea.

Glork
08-29-2008, 01:07 PM
Presumably, Soldiers and Demos can vault themselves over most parts of the wall, and I would assume that anybody can jump off the battlements. But like you, I have yet to test out this new version. Once I get my shit done for work, I'll hop on and we'll play around with it.

ikem1223
08-29-2008, 01:33 PM
yes there is a breakable wall that no one uses :/

Blue arrows : exit from blue spawns
White arrows: Ways to get into castle. (top on is the breakable wall.)
Red arrows: Exit from red spawns.

http://i134.photobucket.com/albums/q120/ikem1223/MS83show.jpg


btw you will need a couple of people to break it..... it "is" a marble wall

Timmah!
08-30-2008, 12:31 PM
Someone stumbled upon a pretty major flaw when this map came on last night - a few people crashing into the main wall through the launcher tube breaks it apart, even during match setup - so RED had no time to setup defenses and BLU had no problem capping all 3 points on both sides (both teams).

ShangoXG
09-02-2008, 01:51 PM
ROFL, you should prolly do something about that, i say add a very small invisible wall in front of the breakable part of the wall that stays there until the setup time has ended so that you cant break throught it.

lol.

Timmah!
09-02-2008, 03:06 PM
ROFL, you should prolly do something about that, i say add a very small invisible wall in front of the breakable part of the wall that stays there until the setup time has ended so that you cant break throught it.

lol.

He fixed that already. The other end of the tube is capped off until the round starts.

However, something else is amiss... Yesterday, RED got into the BLU spawn area during setup. Not sure, how, but I think they came in from the battlements. Speaking of which, it's pretty obvious that RED can fire into BLU's spawn from the battlements during setup. Need some gates/sliding wood panels in the windows during setup that open when the round starts. And an invisible wall over the real wall too keep people from spamming over it. Oh... and that friggin christmas tree on the side. I had a sticky that stuck to it...except it was stuck to the air 10 feet away from the tree.

ikem1223
09-02-2008, 03:21 PM
lol well all that is fixed.... jokerz needs to update it.

Glork
09-03-2008, 12:59 AM
I think you can still break it by shooting it enough.

ikem1223
09-03-2008, 01:20 AM
no it is set to unbreakable