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Thread: CTF_Chicane

  1. #1
    Greater crested hermit ninja Boylee's Avatar
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    CTF_Chicane

    New & Shiny!
    CTF_CHICANE_A12b




    Completely redesigned from the ground up, just for you.

    Everyone had a different gripe about what was wrong with the old chicane and I realised that this was because the base design was crap.
    So how does one remedy that? By wiping them clean and starting again of course!
    Don't worry though, it's still invade ctf and it still has Rexy's fantastic intel model, only now it will (hopefully) be a lot more interesting to play too!

    Updated to a12b.
    + Fixed clipping behind capture points
    + Fixed scoring
    + Fixed intel trails
    + Announcer now only yells at the team that's being invaded
    + Announcer should only sound once per alert now
    + Sirens are now only heard inside the base that's being invaded


    Screenshots:
    Spoiler: Reveal
















    So what are you waiting for? Go play it now!
    Oh yeah, that's right..
    You need to download it:

    Download bz2
    Download 7z



    OLD release
    Spoiler: Reveal
    Fashionably late to the party, here is CTF_sidewinder ahem CTF_Chicane.



    This is my entry for the TF2Maps.net competitive CTF map competition.
    Sidewinder is a compact invasion CTF map, set in an industrial compound somewhere up in the hills.
    There's one neutral intel in the centre which you must take to the enemies base to score.
    After capture, the intel has a 20 second cool-off before it reappears to avoid an abundance of scout back-capping.

    I'm trying something a little different for a CTF map with sidewinder. Each teams' spawn area is designed to be a team specific hub for their side of the map, allowing them access to any side of their spawn building quickly and easily. I've done this to accomodate the fast back and forth gameplay that invade CTF creates. The idea is that it will enable a team that gets battered back to retreat to a more defensable area near the cap point and regroup.

    It's up on the maplab abd the teamplay if anyone wants to take it for a spin

    Hopefully some testing will show whether or not this works well.


    Changelog:
    Spoiler: Reveal
    Code:
    A2 released
    + Added more lights to centre area
    + Playerclipped all doorframe props
    + Decreased skybox size
    + Added a few props and tweaked some geometry
    
    A3 released
    + Switched flag mode to CTF (gameplay is still invade) to fix scoring
    + Fixed a couple of missplaced props/lights
    + func_respawn room brushes now fill the hub bases, meaning the intel can't be carried through
    
    A4 released
    + Moved spawn door that was causing intel drop problems back
    + Changed intel respawn time to 20 seconds
    + Removed custom skybox texture (what was I thinking?)
    
    A5 released
    + Major redesign of bases, each side is now much simpler and broken into 3 spaces
    + Added decals and lights to intel spawn point
    + Added medium health pack under intel spawn
    
    A6 released (over at playstuff)
    + Switched back to (the now fixed) invade mode on the item_teamflag
    + First texture pass --scrapped as it was crap
    
    A7 released
    + Second texture pass
    + Extended map bounds and lowered all roofs in preparation for detailing
    + Changed ramp inside bases for easier navigation
    + Redesigned capture point buildings to fit theme
    + Redesigned two sets of stairs in the bases and added another set
    + Moved almost all health and ammo packs
    + Added overlays for health and ammo
    + Added lights and switched several light props to non-solid
    + Switched out a lot of areaportals for hints
    + Added some basic optimisation in the form of hint brushes and func_visclusters
    
    A8 released
    + Reinstated cap point layout from a5
    + Reinstated flanking corridor in forward base area
    + Removed upper corridor in forward base area and widened low ground slightly
    + Added countdown to intel spawn at start of round
    + Switched signage to intel to neutral signs and repositioned
    + Changed / added a few lights and added a few missing textures
    + Switched skybox texture and reinstated 3d skybox
    + some more stuff I can't remember 
    
    A9 released
    + Added custom flag model
    + Rationalised geometry to replace the 'hole in the wall' and added steps up
    + Flipped some geometry at mid area and replaced side huts
    + Added func_areaportals throughout to keep framerates playable
    + Added props to fill in non playable areas and clipped them off
    + tweaked health, ammo and lighting placement
    + Revised forward base, removed rocks, shortened corridor, widened play area
    + Minor detailing and prop work in bases and centre area
    
    A10
    + Completely redesigned bases, only original features are in the centre.
    
    A11
    + Switched to Psy's invade ctf set-up
    + Added alarm system
    + Added lights
    + Optimised a bit more
    
    A12
    + Tweaked alarm system (less announcer spam)
    + Tweaked the entity setup, custom invade announcer sounds now work again
    + Closed doors off just outside of spawn that entered the high ground in the front room of the bases
    + Added a flanking route from the intel spawn area to outside spawn
    + Added a raised platform in front of the cap point
    + Changed the layout of the base area outside spawn
    + Removed TF2M competition models
    + Re-detailed centre building
    + Added more lights
    + Optimised the centre area a bit more
    + Broke the invade entity set-up
    
    A12a
    + Fixed broken invade entity set-up -scoring and trails are now fixed
    
    A12b
    + Fixed clipping behind capture points
    + Fixed scoring
    + Fixed intel trails
    + Announcer now only yells at the team that's being invaded
    + Announcer should only sound once per alert now
    + Sirens are now only heard inside the base that's being invaded
    Last edited by Boylee; 14-08-2010 at 17:38. Reason: A12
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    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  2. #2
    Windows Only MacNetron's Avatar
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    Re: CTF_sidewinder (Contest entry)

    familiar name...

    EDIT: yep, on fpsbanana: http://www.fpsbanana.com/maps/50540

    EDIT2: Forgot to add: Does look good though!

  3. #3
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    Re: CTF_sidewinder (Contest entry)

    Yea, same here, heard of a sidewinder map too
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  4. #4
    ლ(ಠ益ಠლ) Logan's Avatar
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    Re: CTF_sidewinder (Contest entry)

    Looking great bud Shame about the name - but a minor thing Map layout rocks - it's a really interesting gamemode (invade) - i'm interested to see how it plays out

  5. #5
    Administrator jim's Avatar
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    Re: CTF_sidewinder (Contest entry)

    middle is too dark imo

  6. #6
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_sidewinder (Contest entry)

    Cheers guys, and yeah I agree Jim, I'll put some more lights in before I recompile with a new name later on.
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  7. #7
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane (Contest entry)

    A2 released. Name changed to Chicane and lights added. Once again it's on the teamplay and the maplab.
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  8. #8
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane (Contest entry)

    Bump for A3.
    Fixed the scoring bug.
    Extended respawn room area so intel can't be carried through.

    I can has moar feedbacks nao plz?
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  9. #9
    ლ(ಠ益ಠლ) Logan's Avatar
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    Re: CTF_Chicane (Contest entry)

    Playing really well bud. Nothing obvious to fix in my opinion. The flow through the map is great and the action is non stop; will keep playing and probably have more useful things to say soon

  10. #10
    🍕Mr🍕Man🍕The🍕Pizza🍕Fan🍕 Post Script's Avatar
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    Re: CTF_Chicane (Contest entry)

    Doors need player-clipping in the area around red spawn.
    Area around spawns seemed rather big, full of loads of separate rooms. Could do with fewer separate rooms maybe? Don't know, needs more playtesting on that count.

    Looking good

  11. #11
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane (Contest entry)

    Cheers Post, I think you may be right there, the rooms are a bit random at the minute. I think that stripping a couple of them out would be a good idea. Which area seems too big at the moment? The areas near the entrance to each teams side of the map?
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    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  12. #12
    Grumpy Luddite Dr.Strangelove's Avatar
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    Re: CTF_Chicane (Contest entry)

    this is another map i enjoyed playing on, the gameplay 'compact invasion CTF' is new to me

    but im lovin it
    /*/
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  13. #13
    🍕Mr🍕Man🍕The🍕Pizza🍕Fan🍕 Post Script's Avatar
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    Re: CTF_Chicane (Contest entry)

    Quote Originally Posted by Boylee View Post
    Cheers Post, I think you may be right there, the rooms are a bit random at the minute. I think that stripping a couple of them out would be a good idea. Which area seems too big at the moment? The areas near the entrance to each teams side of the map?
    Need to have another run around to refresh my memory.

    From what I can remember there was a sizable room with a half health and half ammo pack against the wall which seemed superfluous. I'd come out the other end of it and think "oh I should have just gone the other way and saved time". Going into the enemy territory from the far left in a birds-eye view it roughly resembled the letter 'n'. I think it had rooms/a flat surface above it also.

    Don't be afraid to make things tight in places: cp_dustbowl cp1 A to B is tight and enclosed but works, it puts scouts through their paces. You may also consider taking out the spawn doors that go straight to mid: spamming from there and then going back in is too tempting. It also eliminates the need to fix this

  14. #14
    Trading Philanthropist AngryPotato's Avatar
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    Re: CTF_Chicane (Contest entry)

    Hello!
    I played it today, gameplay was really nice. Map is very FaN-Scouts-friendly, however I didn't feel uncomfortable playing other classes, so IMO it's good... 'vertically'
    I had some problems at the beginning - I felt disoriented. Signs like 'CONTROL POINT' or 'INTELLIGENCE' are well placed, but some 'buildings' (blocks? houses? I don't know how to name them) are very similar - like spawn or capture point, so I got confused finding the way I believe it will be much better with textures and sprays/posters on walls - just don't forget to make these 'houses' more distinctive. Also it would be nice to see in later versions some big team-colored signs like "ATTACK" or "DEFEND" - to know where should we go with the intel.
    Some one said it would be good to have longer intel respawn time - because having whole enemy team in base with crit boost isn't good to start I agree

    Some other things with screens...
    Spoiler: Reveal

    1.

    This room below the intel room looks strange, it's so empty... It's a place where I really expect a medkit - I saw that there is one in an another room below, but I discovered it only by falling there. I don't know what to do with it - put anything inside? Close it, making it only a block? It just looks badly now.

    2.

    This corridor is way too big - I would make it tighter to let pyros take advantage of it - it's just an additional route, so it doesn't have to be so big.

    3.

    This ramp doesn't behave well - I kept blocking there while approaching from a side - I think it should be climbable from side (in this case - from right) - or make a solid edge of it to make it obvious that players need to jump on it from side, not run. I hope you understand what I mean, it's hard for me to explain it


    Oh, rockets stations on top of the map made me smile
    That would be it at now. I enjoyed playing this map and I suppose fun is most important
    Good luck!
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  15. #15
    Registered Member Caliostro's Avatar
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    Re: CTF_Chicane (Contest entry)

    Posting some feedback here because, judging by last posts, you're more active in this thread than on tf2maps.

    Played this a lot on the maplab, and a few thoughts:

    - Love the middle, plays great. Despite having spawn doors right there, but resupply is far enough that you can't really "spam" it out. I do wonder if it would play better without that door, but it works fine.

    - I'm not sure if it's just me not noticing, but don't remove the "flag bench" after the flag is capped. It's disorienting. Not sure if I'm mixing up different versions here so, take it with a grain of salt.

    - Inside the bases though, it's a bit labyrinthic. I can see what you were going for from the previous version but... Overkill? You could probably do with widening some of the small rooms and removing others.

    Good stuff though, goodluck.

  16. #16
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane (Contest entry)

    Thanks Caliostro, that's useful stuff.

    I'm don't want to take those doors out just yet but I might try aversion without them at some stage, I'm curious to see how it plays without them too.
    Not sure what you mean about the flag bench. If you mean the little podium thing that the intel sits on then it doesn't change at all I just removed it in this version because I'm not sure if I want to use that prop.
    I agree that the bases are overcomplicated at present, I haven't really changed them much since the initial build, I wanted to see how they play and the answer is 'not great'. I think what I'll do is a simplify a bit and maybe put a building in the middle to stop people from rocket jumping straight to the cap point. Good idea / bad idea?

    Edit: oops, nearly forgot, A4 released
    Last edited by Boylee; 27-01-2010 at 08:47.
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  17. #17
    Registered Member Caliostro's Avatar
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    Re: CTF_Chicane (Contest entry)

    Quote Originally Posted by Boylee View Post
    Not sure what you mean about the flag bench. If you mean the little podium thing that the intel sits on then it doesn't change at all I just removed it in this version because I'm not sure if I want to use that prop.
    Ah. Imo you should use something, anything, to clearly signal where the flag spawn is. Hazard strip overlays on the ground ought to work great and are simple enough. The flag spawn was the most confusing thing about the map to me at first. I saw a big tower with "intelligence" signs on it, so it was pretty clear that the intel would spawn in the tower... But it hadn't spawned yet. So I was left wondering in which of the floors it would spawn. Saw other people equally confused. People catch on fast enough, but it's the kind of thing that's easy to fix and can lose you points fast in the competition.

    Quote Originally Posted by Boylee View Post
    I agree that the bases are overcomplicated at present, I haven't really changed them much since the initial build, I wanted to see how they play and the answer is 'not great'. I think what I'll do is a simplify a bit and maybe put a building in the middle to stop people from rocket jumping straight to the cap point. Good idea / bad idea?
    Seems legit... No way of knowing if it works till you do it so... Chop chop!

    Goodluck.

  18. #18
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane (Contest entry)

    Yeah, makes a lot of sense. I agree there should be something in the middle to mark intel spawn, can't believe I was dim enough to take it out and not replace it with something. :S
    BTW do you know how to trigger the announcer, or any sound for that matter, when the intel returns?
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  19. #19
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane (Contest entry)

    Bumping for a5. Tore the bases apart and redesigned them, they're now much simpler and have fewer options for routes through the base.

    Still haven't worked out how to trigger the announcer. Any ideas?
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  20. #20
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    Re: CTF_Chicane (Contest entry)

    Havent mapped in a while but cant you add a sound to the output OnReturn
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