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[TF2] Cp_factory


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Hey guy's and whatsup. Recently Me and Happy from Gear been working on a CP assault map for TF2. It's a bit different though, as to how you play it. We've tried building the map with a combination of TC like gameplay, GravelPit's design structure, and that of a normal assault CP map, allowing it to be more dynamic while never changing cap areas, or pausing the action to change to a new Round area.

We've been working on it for about 10 months now really. Insane I know, but we've been through maybe 3 versions all together of this map to really finalize the layout and such. The Idea of the gameplay is that after capturing the Middle point by either Team, you have the Chance to capture Two Final Control Points. However which one is up to you, or you can just get both at the same time if you wish. Connecting the two is a Tunnel, that act's as a Dynamic link between the Capture Point's. If you own both point's you have full availability to it. If you loose one of your last Control Points, it becomes a one way tunnel for the opposite team, now giving them another route to you Last Capture point. By doing this, the Final Capture point always changes within the map, and each area differs highly from the other giving a different strategy to each. Whether it be attack or defense it all changes dynamically from a TC kind of map, to a assault CP map, to an Attack/Defend map. Heck it might even be a Domination map! Either way it's something in between all of those, so to keep it simple we just gave it the abbreviation CP.

In the Screen's below, we're about 50% done, with all of Red's side being done and half the Middle Control point. All that's left to do is Blue, and that's it. Last it's also a symmetrical map, but it will hardly even look like one.

Screenshot time: :celebrate:

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Any criticism is greatly appreciated! Thanks.

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Looks good although the gameplay explanation sounds pretty confusing.

Yeah during playtest we've run into that problem, it tends to always happens with map's using different mixed Game mode's. But of course after making this map for a long time, and also doing the playtest we've been doing, we've been able to really streamline the layout, and make it easy to understand the moment the player comes into the game. Of course we plan to ship the map with a briefing, to give that gameplay mode some explanation rather then just tossing them into it.

Looks good although the gameplay explanation sounds pretty confusing.

Be sure to rotate the plank texture on your wood supports.

Good luck

Already Did!, That's actually a older build screenshot, it's funny how people don't realize how to texture with wood properly.

nice job dude, only one thing, do u think the stones around the traintracks are ok? i mean, they aren´t able to grow up around them, and nobody would build a track through them

I reduced the size of them, and moved em away from the rail track, so they're not clipping through, Like I also mentioned above, that's the only screenshot that's kinda old :D

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Hey I'm glad you guys like our little map (well actually it's quite large).

Makes me feel good :D

One thing I've been working on is a dynamic signage system. Since the way you move through the level changes with what's been capped were making it so the signs change too. Every door you can't access has hands, the signs for resupply rooms dissappear if you can't go in, the dynamic tunnel has the round hydro signs that change skin and location and disseapper/reappear depending on the state of the map. All that good stuff.

All maps are a bit confusing when you first jump in them, and this one is probably a little more so, but were doing everything we can to minimize it. There are people out there who will get frustrated and leave after five minutes, but thats fine with me, 95% of the players, including people we don't know who randomly join, get the map after a round or two, and that was before we added the dynamic signage.

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Hey, looks promising :banjo:

I'd like to see a layout overview, too.. and I hope you guys used clipbrushes to avoid players getting stuck somewhere at all those nice details ;)

picture no 6: wood texture should be aligned vertically and tracks should not be built through those little rocks. Nothing else to say.. for now!

Jean

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  • 1 month later...

I dig the lighting,

The only thing i dont like is the rockwall in the railway tunnel, looks kinda cheap... but other than that, great job!

I agree here, it looks kind of strange. You could push the rock wall in by 64 and build a support structure up in front of it.

But overall, the map looks amazing! I'd work on producing a more legible description of it's gameplay - even if it's not confusing after playing it for a bit. I want to get excited about the potential layout but I can't visualise it off of whats written :)

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I dig the lighting,

The only thing i dont like is the rockwall in the railway tunnel, looks kinda cheap... but other than that, great job!

I agree here, it looks kind of strange. You could push the rock wall in by 64 and build a support structure up in front of it.

But overall, the map looks amazing! I'd work on producing a more legible description of it's gameplay - even if it's not confusing after playing it for a bit. I want to get excited about the potential layout but I can't visualise it off of whats written :)

I think the rock wall looks weird because of the really acute angle to it from the place the screenshot was taken, making the texture look squished.

Ok, basically, the gameplay is like this: I'ts a five point CP map but the last two points are in whatever order YOU want them to be!

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