CTF_Arid [TF2M Contest Entry]
Arid
(Capture the Flag)
[[Built for the TF2Maps.net Competetive CTF contest]]
By: Frazer "The Midget" Grant.
Contact: Frazer.Grant@hotmail.co.uk
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Original TF2Maps.net Thread
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Arid is a CTF map by Frazer Grant, for the TF2Maps.net Major Mapping Contest #4.
It features:
- Hydro's Environment Settings
- "Normal" CTF Play
- Smaller than most maps
- Clipping
No Cubemaps
Spawn Time is the default hammer gives you. It is meant for fast gamepaly, and quick caps. Built for competitive play.
The theme of the map is Hydro's in a more run down environment at around mid-day.
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Images - NOTE: Old Images from the first alpha, haven't gotten round to updating them
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Thanks To:
Tom "zpqrei" Pritchard - help and support
Acegikmo - for the environment gallery
Rexy - for the sexy pack of alternative rocks.
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Changelog:
Alpha 1
Alpha 2 Out!
- Fixed a bug that let the enemy team open respawn rooms
- Moved a computerwall model out 1 unit on each side to stop funkiness
- Added a brush at spawn to help stop spawncamping
Alpha 3 Released!
- One of the small health packs changed to an ammo pack on mid planks
- Fixed Main Doors being buggy (opening when either of the triggers is stepped in)
- Added a little cover in mid, makes it so Scouts can't run straight through.
Alpha 4 Released!
- Slightly altered areas with medium healthpacks near intel locations.
- Added an extra building outside intel towards middle
- Removed Health and Ammo from the top of the middle building
- Removed some cover from the top of the middle building
- Added health and ammo to the slightly rasied middle area, on both sides.
- Started basic texturing in the red intel location
Alpha 5 Released!
- Re-Made Lighting and environment (after I accidentally deleted them)
Alpha 6 Released!
- Reduced Respawn Wave Times.
- Added ramps to side route with med hp pack
- Added a small hp pack to the middle floor of the middle building
- Added ways to get to middle floor of middle building for all classes.
- Textured blu intel room
- Slightly altered the area outside the spawn room - to remove the ability to sticky camp intel from 2m outside
- func_detailed some stuff, not much
Alpha 7 Released!
- Fixed floating mid area
- added an extra route from the left hand (coming out of spawn)
- added lighting to the rooms before intel
- added a drop down area into intel room
- increased signage inside base
- func_detailed some stuff
Alpha 8 Released!
- Added cover just outside the dropdown
- Added a wall around the area outside intel, instead of skybox so rockets explode for splash damage
- Changed the drop down, and moved it.
- Moved the wall at the left hand side of the spawn, across.
Download
Re: CTF_Arid [TF2M Contest Entry]
Good stuff :) It's up on the Map Lab. We'll be sure to have some testing soon :) Plus it will feature in the Tourney - once were organised :P (Personally i'm having trouble doing anything but sit in hammer :P)
by the way, feel free to [img] tag things round here - and if you think you'd rather people didn't have to download them every click, you can always use the [spoiler] tag round them ;)
Re: CTF_Arid [TF2M Contest Entry]
The Image links are more to do with myself, and my teeny tiny 1024 x 768 screen. :P
Re: CTF_Arid [TF2M Contest Entry]
Looks pretty enjoyable, can't wait to try this one :D
Re: CTF_Arid [TF2M Contest Entry]
putted it on yesterday, but somehow the lighting is off in the middle area: it is very dark :(
Re: CTF_Arid [TF2M Contest Entry]
Quote:
Originally Posted by
midget31394
The Image links are more to do with myself, and my teeny tiny 1024 x 768 screen. :P
Biggest kudos for being able to use hammer at that resolution! I don't think I could (I tried on my netbook)
Re: CTF_Arid [TF2M Contest Entry]
Alpha 5 Released
- Re-made environment lighting (I accidentally deleted them)
Sorry about that guys, my bad. And meh, 1024x768 isn't that bad. I've never had much bigger anyway (My two old laptops had a 1280x720 and 1366x768 - which is basically just widescreen :P)
Re: CTF_Arid [TF2M Contest Entry]
So, should some signage and cover work?
I want your guys opinions on this as well:
http://dl.dropbox.com/u/841648/Maps_...ther/a7001.png
It's a shorter more direct route from your base to the enemy intel, however I feel this may make caps even quicker, and I'm not sure about that S:
Re: CTF_Arid [TF2M Contest Entry]
I don't think it needs to be quicker.
What about a second floor, with some kind of vent to the intel?
Or an underground passage under the tower in the middle
Re: CTF_Arid [TF2M Contest Entry]
I could make it one way, by raising that bit up (outside). So to get up you'd have to be FaN Scout, Demo or Soldier.
Re: CTF_Arid [TF2M Contest Entry]
Alpha 7 Released!
- Fixed floating mid area
- added an extra route from the left hand (coming out of spawn)
- added lighting to the rooms before intel
- added a drop down area into intel room
- increased signage inside base
- func_detailed some stuff
I'm holding off on any /major/ layout changes for now until I can get another 6v6 testing.
Re: CTF_Arid [TF2M Contest Entry]
Alpha 8 Released!
- Added cover just outside the dropdown
- Added a wall around the area outside intel, instead of skybox so rockets explode for splash damage
- Changed the drop down, and moved it.
- Moved the wall at the left hand side of the spawn, across.
Re: CTF_Arid [TF2M Contest Entry]
w00t, can't wait to try it out :D
Re: CTF_Arid [TF2M Contest Entry]
Superb, Will get it up on the server when I get a mo :)
Re: CTF_Arid [TF2M Contest Entry]
Ugh, haven't posted here in ages :L It's now alpha 10, I've updated the OP with DL Link, and when I can will change picz