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ctf_export: first ctf map for hl2dm

  • MagicTMP
  • January 3, 2005 at 7:10 AM
  • MagicTMP
    • January 3, 2005 at 7:10 AM
    • #1

    It is still wip, but it is pretty close to being finished. A few more beta runs and tweaks and the map is done. The map was a bit rushed with details because there was someone at steampowered working on a ctf scenario, but adding more could possibly fry your machine since its already crashed mine once ><. But with tweaks it now does not crash. Here are shots and an explanation about the scenario:

    (from this angle, it might look like the cave walls are flat but they are far from it. its just the distance from it i guess.)

    [Blocked Image: http://img69.exs.cx/img69/5140/ctfexportbeta400027ha.jpg]

    [Blocked Image: http://img59.exs.cx/img59/4292/ac5dj.jpg]

    (in this shot, the light looks off because it is intersecting the brush slightly. its been fixed.)

    [Blocked Image: http://img59.exs.cx/img59/1884/ctfexportbeta400044ut.jpg]

    The flags take the form of Combine roller balls in offices on either side of the map. The object is to reach the enemy base and move their "flag" back to your flag room by grabbing, carrying, and/or shooting it there with the gravity gun. (There are even some safety measures to make sure you don't try to cheat by moving your own flag *cough* death )

    There's even an advanced scoreboard that counts the number of times each team has scored. The first team to make ten captures gets its name put up in bright, vibrant colors; soon thereafter, the map will "reset" so that another ten-capture game can commence. This won't affect your server's preset time limits, of course.

    Map by MagicTMP; CTF scenario and tweaking by Raeven0.

  • nico
    • January 3, 2005 at 11:32 AM
    • #2

    looks rather neat, should scale down a lot of the textures though, this is after all HL2. good job.

  • insta
    • January 3, 2005 at 11:35 AM
    • #3

    Very nifty, but isn't the gravgun sorta overpowered? Won't you be able to just launch the "flag" to the other side of the map and score?

  • rockdude86
    • January 3, 2005 at 12:08 PM
    • #4

    i believe its possible to make an object not usable by the gravity gun so that shouldnt be a problem. I actually think it could bring some interesting gameplay with it if you could use it like any object it would make the game a lot harder thats for sure

  • Marcos
    • January 3, 2005 at 12:59 PM
    • #5

    Looks good Magic!

    I bet there will be some interesting firefights in the big area

  • Evert
    • January 3, 2005 at 2:18 PM
    • #6

    Looks cool.

  • curman
    • January 3, 2005 at 2:25 PM
    • #7

    I seen ctf maps out already, actually.

    None the less this probably best lookin'

  • MagicTMP
    • January 3, 2005 at 3:22 PM
    • #8

    thanks a lot . the map is big and there is no way to launch the small combine ball from one flag room to the other very quickly seeing as each base cannot see one another. it is a culmination of the ut2k4 Bombing Run and CTF actually. i wanted the gravity gun to be used more so what we did was allow launching for the teamplay aspect of it. it is also very hard to launch it into each flag room unless you are on the catwalk to get to each flag room.

    and yeah, the lighting looks to be the culprit peri. i might tweak the displacement also. get it more curved at the top. its a good thing i shaved off 7 hours of compile time by func_detailing a whole lot of stuff :-o

  • RD
    • January 4, 2005 at 4:35 PM
    • #9

    whether the rockwalls are flat or not is irrelevant. The only thing that matters is if they look flat or not

    And about the map, looks pretty cool!!!!!!!!!!!!!

  • MagicTMP
    • January 5, 2005 at 1:27 AM
    • #10

    good point rd. displacements will be worked on in that area .

  • RA7
    • January 5, 2005 at 1:35 AM
    • #11

    Reminds me of a mine, nice though.

  • Duff-e
    • January 5, 2005 at 2:05 AM
    • #12

    think of it this way, if your map fails with its innovative ideas it will do 2 things

    1. prevent people from doing it in the future

    2. a small community will evolve and improve on it, stealing all the glory from you

    that way you can spend the next 4 years trying to convince people you created it but everyone just laughs and goes "haha, yea tmp, whatever you say, crazy old tmp" (sort of like RD : iceworld)

  • MagicTMP
    • January 5, 2005 at 5:29 AM
    • #13

    theyd have to figure out the entity tricks used first .

    but then again, im thinking of making the scenario open source it to some people who might in turn do number 2. theres always that might. .

  • Hourences
    • January 5, 2005 at 9:39 AM
    • #14

    be careful with too much black around, makes it heavy and dead. buildings and stuff above in pic 2 could use some highlights for example

  • RD
    • January 5, 2005 at 2:41 PM
    • #15

    i think a problem with entitytricks now is that valve will still change gameplay alot, maybe even build in support for ctf themselves

  • MagicTMP
    • January 5, 2005 at 4:51 PM
    • #16

    i didnt want to accentuate the background models. they are just there for a 3d feeling. nothing more.

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