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Hi there, this is my very first post for my map ctf_Aerospace WiP thread and kind of a semi-intro.
I'm a slightly not-sane person who likes games so much that I want to make my own. I chose the Source engine, and especially TF2, as my starting point because:
[*:1oj2tr5i]Valve rocks and HL, HL:2 and The Orange Box are superb.
[*:1oj2tr5i]I am a half decent modeller/texturer/artist and TF2 offers me the chance to exploit these skills.
I have mapped for HL in the past, back at 1998, but never came close to anything good. I then took a hiatus from mapping until may this year, when I started working on this map.
As I said, I'm not a totally sane person, and I like to detail, report and show off all my work. So expect this thread to be, literally, stuffed with pictures, descriptions, sketches and anything else I may think is important to the making of this map.
I started doing this map at Made in Brazil, that's where I am from, and you can find the original thread in here. There should be some more images and step-by-steps there, but most of the great stuff is already here.
Anyway, I guess you want to know what this map is all about after so much reading eh?
Well, there's more reading then!
Yea, I mean the map's context, story, description:
ctf_Aerospace
Story
"The Government has issued a contract for the creation of the new line of combat planes that are to be the standard for the near future. Two rivalling companies, Red Aerospace and Blue Aviation, are now battling for the contract.
After many months of lawsuits, legal actions and speculation, the The Government has decided to let both companies create a prototype, and has given advanced funding to both. At the end of the deadline, both prototypes will be analyzed and the best one fully produced, giving it's parent company will recieve the funding of a gazillion dollars for it.
Unfortunately, the production must be carried out in a secret location, and both companies have been given one half of the terrain to estabilish their facilities.
After many months of hard work, espionage and peeking over the walls, they each have their own prototype ready ahead of time. They could use this extra time to make their plane better, but stealing the opponent's blueprints and sabotaging their planes seems like a better option.
And so their facilities have became a warzone."
If you are interested in the rest of my working process, take a look at the original thread over here, I have recieved a lot of compliments for the great level of detail I put in my research and development, so I guess it`s a good read. Alpha 1 is released and here are the details behind it:
ALPHA 1 RELEASED!
(download here)
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Planes
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As you can see I have completely revamped the planes textures to be more in-line with TF2 style. The blue plane does not have LoDs or collision yet, but it sure looks pretty!
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Layout
Basic layout hasn't changed radically from the initial project. The two paths leading to each base have been extended and connected.
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Yard
This is the main path, the Yard. I'm setting the map in a deep mountain/forest military secret base, with observatories and towers in the distant mountains, so don't strange the waterfall.
Also, if you can help me on thistopic, I could make this waterfall THAT much prettier by alpha2!
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Base
Major change in the base layout has been the shift of the spawnroom out of the main hangar and into the back. The main hangar has been largely opened and is now a free for all capture-point. The holes in the roof add an extra layer of strategy, as scouts, soldiers and demoman can get there.
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Underground
With the longer walk to each base the sewers was expanded in concept to a sewers/cave area. The pits add extra gameplay obstacles and tough the main path is obvious and strategical, the cave is perilous and frenectic.
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Things I'm looking to improve:
- Does it play well?
- Are the intel rooms too hard/easy to defend?
- Does the map flow in a good pace or does it stall into turtling?
- Any class dominating or is it evenly balanced for each style of play?
- Are there any ways to sneak into an area you don't belong?
- Are there any ways to get "outside" the map?
- Are there any places the displacements are not properly sewn?
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Known Issues:
- Many dev textures
- Custom textures need refinment.
- no ammo/health packs around map.
- Many playerclips are to be more obvious with props (includind the sewer pit)
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Again you can get the Alpha 1 release here:
DOWNLOAD: ctf_aerospace_a1_v2
I`ll repeat in case you missed it: If you are interested in the rest of my working process, take a look at the original thread over here, I have recieved a lot of compliments for the great level of detail I put in my research and development, so I guess it`s a good read.