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ctf_quarry [release]


PogoP
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Hey pogo what did you do to sort out the texture resolutions in the hammer 3d window? A lot of us are having issues with it. Is it just a case of making the default scale 0.13 instead o 0.25 or... ?

http://www.mapcore.net/forums/viewtopic.php?t=10331

http://www.mapcore.net/forums/viewtopic.php?t=10344

I think I moved the default scale down to 0.13 originally. However, I then moved a lot of textures back up to 0.25, as I realised that they appear really low resolution in Hammer, yet in-game they appear high resolution.

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Just to let you guys know, version 2 is heavily in production. Here's a short list of changes:

- Lower spawn removed.

- Corridor just off the lower spawn has been increased in size.

- The two corridors leading into each base have been merged inside the base, meaning there is now a lot more space.

- Minecarts now come round a split second faster. Should make it impossible for a Scout to run out of the bases without stopping.

- Everybody now spawns upstairs in the top spawn. To compensate, the respawn room has been removed and everybody now spawns outside on the balcony. The balcony is now a lot bigger and looks better. Also, there are now two ways out of the upper spawn.

- New route into the flag room, you take the left entrance into the flag room and you carry on going forward. This route leads you into the back of the flag room, just to the left of the desk.

- Engineers can no longer build on the crane in the middle of the map. They can, however, build on the bits either side of it.

- Flag room is now more spacious, having removed two of the middle terminals and knocking down the railing/wall.

- People can no longer jump on top of the minecarts. Doing so will kill you!

- Exit out of the bases into the sniper room and the upper route has been rearranged. You no longer run through the sniper room to get outside, the sniper room is it's own room. Space has been increased in this area.

Here's a few WIP shots.

Flag room.

ctf_quarry_b20001.jpg

Upper balcony spawn.

ctf_quarry_v20010.jpg

Blu base exits.

ctf_quarry_v20005.jpg

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i found the upstairs spawn a rather strangly placed - everytime i spawned i felt like i should be able to go left as well as right but the left portion was a dead end.

good to see you are still working on improving the design, the flag room in particular is looking much more player friendly :cool:

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i found the upstairs spawn a rather strangly placed - everytime i spawned i felt like i should be able to go left as well as right but the left portion was a dead end.

I got that too. Therefore, I've completely re-designed the entire spawn room.

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Hey guys! Version 2 has now been released. You can find the updated information over at the Steampowered forums (http://forums.steampowered.com/forums/s ... p?t=633759). I'll also copy+paste the juicy bits here now.

The rework has looked at and fixed/improved (or tried to improve) a lot of issues in the first release of the map. Hopefully it should play a lot better now.

Here's a short changelist:

---------------

- Lower spawn removed.

- Corridor just off the lower spawn has been increased in size.

- The two corridors leading into each base have been merged inside the base, meaning there is now a lot more space.

- Minecarts now come round a split second faster. Should make it impossible for a Scout to run out of the bases without stopping.

- Everybody now spawns upstairs in the top spawn. To compensate, the respawn room has been removed and everybody now spawns outside on the balcony. The balcony is now a lot bigger and looks better. Also, there are now two ways out of the upper spawn.

- New route into the flag room, you take the left entrance into the flag room and you carry on going forward. This route leads you into the back of the flag room, just to the left of the desk.

- Engineers can no longer build on the crane in the middle of the map. They can, however, build on the bits either side of it.

- Flag room is now more spacious, having removed two of the middle terminals and knocking down a railing/wall.

- Exit out of the bases into the sniper room and the upper route has been rearranged. You no longer run through the sniper room to get outside, the sniper room is it's own room. Space has been increased in this area.

- Sniper room windows have been increased in size. They are now as big as the windows in 2fort, which should make it easier for snipers. Snipers also now have cover to duck behind inside the sniper room, and they now have a lot more room to move around in.

- The boarded up section of the mine route has been unboarded and the junk removed. This gives more space to duck into in the mine.

- The left route (from ctf_quarry) into the base has had it's door size increased.

- Staircases in each base have been re-arranged.

- Bug fixes/texture fixes. For example, no more sniping people as they come out of spawn!

- Optimization! Should run slightly better (in terms of FPS) in the middle now.

- Some confusing/silly things removed, eg, Ladders in Blu base.

- More eye candy! I've added two more inaccessible rooms to each base. A board room overlooking the desert, and an electro-magnetic death-ray gun bunker. These rooms can be found in the new route into the flag room, and the new spawn for each team.

- More clipping. Should make it easier to navigate the map.

- Added a default round time of 15 minutes. After this, sudden death (4 minutes, I think) will occur.

--------------

However, I'm not really happy with the way people spawn and immediately go into the main room of the base. It means that it is too hard for people to get the Intel. But that was a design flaw from the beginning, one that I overlooked.

Download: http://files.filefront.com/ctf+quarry+v ... einfo.html

Hopefully I'll be working on a Portal map or maybe another TF2 map soon. I want to work with the Unreal engine but I've had to remove my DVD drive and hard drive with the game on it, as I'm updating for Christmas.

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