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View Full Version : TF2 Map: CP Angel Island


kromano
10-02-2009, 05:43 AM
I've been working on this map for a fair bit of time with multiple playtests on our secret little TF2 server (http://forums.cgsociety.org/showthread.php?f=2&t=541435) but I never bothered creating a thread for it. I've done enough work and am close enough to finishing that I feel it's a good time to look for critiques and opinions outside of the regulars of the server.

The concept behind the map is inspired from playing way too much Sonic the Hedgehog as a kid. I decided to make a 3 "zone" map that represented the various stages you'd find in a 16bit Sonic the Hedgehog adventure. There's the Lava Zone, the Jungle Zone and the as yet undecided third Zone. I wanted to give it a saturated, colourful and exciting cartoon look with the kinds of backgrounds and decorations you'd find in a side scroller.

Hopefully this explains the large flowers and dandylions. I plan on putting together an introduction video along the same lines as the official maps later, when the map is complete.

Things to note. Since it seems the vast majority of players do NOT read the text that explains your task on a map, I guess I should mention that RED is attacking, BLU is defending. I made the choice because I don't like conforming, for one. I didn't like that BLU was always on defense and wanted to change it around. RED is an aggressive colour to me and it just makes sense that they'd attack.

Secondly the first stage consists of red rocks in a lava filled cave with plenty of red lighting. Having red sentries on defense would be a nightmare of blending into the background. It works better having BLU on defense because they tend to pop out of the background better.

I never imagined that something as unimportant as what colour your team is would matter so much to players but for some reason reversing the team roles has lead to that stealing most of the focus from the map instead of paying attention to the actual map itself.

As of this posting the latest version of the map available for download can be found (unfortunately) here, on Rapidshare (http://rapidshare.com/files/282440354/cp_angel_unnamed_38.7z). I have made several changes to map visuals and broken areas, as well as item placement since this was uploaded but have not released a new version yet.

Now on to screenshots:

Red Spawn Room

http://img195.imageshack.us/img195/51/round1redspawn1.th.jpg
(http://img195.imageshack.us/i/round1redspawn1.jpg/)

Red Spawn Room

http://img59.imageshack.us/img59/5498/round1redspawn2.th.jpg
(http://img59.imageshack.us/i/round1redspawn2.jpg/)

Red Spawn Room

http://img121.imageshack.us/img121/4039/round1redspawn3.th.jpg
(http://img121.imageshack.us/i/round1redspawn3.jpg/)

Upper pathway, accessable only to red en route to Cap A

http://img22.imageshack.us/img22/2944/round1redspawn4.th.jpg
(http://img22.imageshack.us/i/round1redspawn4.jpg/)

Cap Point A

http://img195.imageshack.us/img195/8741/round1capa1.th.jpg
(http://img195.imageshack.us/i/round1capa1.jpg/)

Cap Point A

http://img40.imageshack.us/img40/5571/round1capa2.th.jpg
(http://img40.imageshack.us/i/round1capa2.jpg/)

Back area of Cap Point A

http://img18.imageshack.us/img18/843/round1capa3.th.jpg
(http://img18.imageshack.us/i/round1capa3.jpg/)

Cap Point B

http://img121.imageshack.us/img121/5955/round1capb1.th.jpg
(http://img121.imageshack.us/i/round1capb1.jpg/)

Cap Point B

http://img40.imageshack.us/img40/324/round1capb2.th.jpg
(http://img40.imageshack.us/i/round1capb2.jpg/)

Below the bridge along the rocks, under Cap Point B

http://img36.imageshack.us/img36/3087/round1basement.th.jpg (http://img36.imageshack.us/i/round1basement.jpg/)
(http://img22.imageshack.us/i/round2bluspawn2.jpg/)

kromano
10-02-2009, 05:46 AM
Further screenshots and more info:

Round 1 BLU spawn, Round 2 Red Spawn area

http://img194.imageshack.us/img194/8626/round2redspawn1.th.jpg
(http://img194.imageshack.us/i/round2redspawn1.jpg/)

Round 2 Red Spawn area, behind the locked door

http://img188.imageshack.us/img188/8927/round2redspawn2.th.jpg
(http://img188.imageshack.us/i/round2redspawn2.jpg/)

Round 2, en route from Red Spawn to Cap Point A

http://img22.imageshack.us/img22/4953/round2redtocapa.th.jpg
(http://img22.imageshack.us/i/round2redtocapa.jpg/)

Round 2, en route from BLU Spawn to Cap Point A

http://img18.imageshack.us/img18/649/round2blutocapa.th.jpg
(http://img18.imageshack.us/i/round2blutocapa.jpg/)
Outside Cap Point A, en route to Cap Point B

http://img34.imageshack.us/img34/6062/round2outsidecapb.th.jpg
(http://img34.imageshack.us/i/round2outsidecapb.jpg/)

One of the pathways to Cap Point B

http://img195.imageshack.us/img195/4681/round2insidetocapb.th.jpg
(http://img195.imageshack.us/i/round2insidetocapb.jpg/)

The Outdoor area that is Cap Point B

http://img121.imageshack.us/img121/5053/round2capb1.th.jpg
(http://img121.imageshack.us/i/round2capb1.jpg/)

The Outdoor area that is Cap Point B

http://img34.imageshack.us/img34/673/round2capb2.th.jpg
(http://img34.imageshack.us/i/round2capb2.jpg/)

The Outdoor area that is Cap Point B

http://img188.imageshack.us/img188/1797/round2capb3.th.jpg
(http://img188.imageshack.us/i/round2capb3.jpg/)

Round 2 BLU spawn room. Quick access to either cap point. Access to cap point A locks after the point is taken

http://img40.imageshack.us/img40/2844/round2bluspawn1.th.jpg (http://img40.imageshack.us/i/round2bluspawn1.jpg/)

Special Cudos to Brainsample and VanillaChicken who have both provided some awesome props for the map. Brainsample is responsible for the military truck outside of Cap B on Round 2 and Vanilla has submittted the awesome cigarette machine and the statues found at the cave entrance in RED spawn on round 1. He also spent a good deal of time making some sweet shrubs, bushes and vines but I wound up cutting them from the map. I just couldn't find a good spot to include them and the extra filesize couldn't be justified by using the trees once in the map.

Thanks again to both! Whether or not I used everything sent, it was great work and I appreciate the time spent making it.

(http://img22.imageshack.us/i/round2bluspawn2.jpg/)

kromano
10-02-2009, 05:53 AM
Sorry for triple posting, but this is the last bit of info.

Round 3.
I've known how I wanted this map to end since before I built it. Unfortunately how I wanted the final round to LOOK has been under debate in my mind since I thought of it. I've come up with 3 visual concepts for the third round based loosely on this nifty little map:

http://img196.imageshack.us/img196/9242/mapround3.gif

Attackers spawn at 1 in a cave, work up around the spiral and proceed uphill in a valley to a large BLU structure at the edge of a cliff. Inside is the final CP goal on the first floor.

Every round has its own unique theme, I mentioned before. I've done lava and jungle, the third round focuses on an island floating in the sky (pretty standard fare for Sonic). Originally the island was going to continue on the tropical theme of the first two rounds (outdoors) but two other ideas have gotten into my head.

Second concept involves a floating ice continent with streams and pools of lava. The pit in the middle near 1. on the map would be coupled with an Auroraborealis ribbon running through the sky.

The third concept is similar to the first but rather than a floating island it's a floating city. I recently watched the Studio Ghibli film Laputa and am considering something related to the city of Laputa with a castle ruin.

I'm really not sure which of the options to work with as they all present their own obstacles and challenges but which one would have the best rewards?

Melvil
10-02-2009, 06:56 PM
Sorry for triple posting, but this is the last bit of info.
Second concept involves a floating ice continent with streams and pools of lava. The pit in the middle near 1. on the map would be coupled with an Auroraborealis ribbon running through the sky.

The third concept is similar to the first but rather than a floating island it's a floating city. I recently watched the Studio Ghibli film Laputa and am considering something related to the city of Laputa with a castle ruin.

I'm really not sure which of the options to work with as they all present their own obstacles and challenges but which one would have the best rewards?

Only one of these includes lava, and what's more rewarding than that? :twisted:

But seriously, I love the three visually unique stages idea. I also love Laputa, but I think it would be too similar in style to the exterior of the second stage (ruins and greenery). The snowy, lava-y, auroraborealis-y look sounds awesome and would be really unique.

kromano
10-02-2009, 08:04 PM
Only one of these includes lava, and what's more rewarding than that? :twisted:
...
The snowy, lava-y, auroraborealis-y look sounds awesome and would be really unique.And of course you're not biased because I promised more lava?

Melvil
10-02-2009, 09:02 PM
I'm shocked, shocked, that you would imply such a thing.

kromano
10-04-2009, 03:41 AM
Since I uploaded the file, I may as well share it with you here.
Version 41, more clips, better item placements, LODs for a few of the models I've built, a new airship and betterness all around. I hope.

I was in a hurry so I may have forgotten to pack in a texture or two. No time for testing.
Download Link (http://rapidshare.com/files/288402813/cp_angel_unnamed_41.7z)

kromano
10-21-2009, 05:07 AM
I've begun putting together round 3. I've decided to try and build it more along the lines of "proper design" by blocking out elements first and ironing out gameplay before working in the details. Since it's the third round I don't want to have to go through rounds 1 and 2 before I can test this one so I'm putting it together as a separate map.

No screenshots to share, but here's a download of the very first compiled layout on mediafire (http://www.mediafire.com/download.php?fdzgmzujanz). It roughly covers the drawing above, however due to overly long sight lines some modifications were made to keep snipers from having too great an advantage. There is still plenty of work to be done, obviously, but at least I'm finally started round 3.

*edit*
I forgot to include the pyramid texture so the red spawn area is reaaaallly purple. Sorry about that. It's just a not playable test of the layout, anyway.

kromano
11-06-2009, 08:39 AM
Work on the map has been slow thanks to school and all, but I'm blocking out the round to the point where it's almost "playable"

Trouble is (and I had this problem on an earlier round in the map) advancing spawns are frustratingly broken. Y'know on Badwater when you get the cart to the third point and you get a spawn room closer to the goal? Or how about on many CP maps where you cap the center point and get a spawn closer to the action. Well no matter what combination I use of entity setups that are identical to both of those styles I cannot have a spawn room that only activates after you capture a point.

I've managed a hack used in other styles of maps from different games where you block the spawn points with a brush and deactivate the brush when you cap the point. For whatever reason that works and the original spawn points will disable while no other setup has worked for me so far. I don't like this method because it spews out a bunch of errors in the console (with -dev or developer 1 enabled) and I'm kinda picky about errors in the console.

Unless somebody out there has any suggestions, I'll just have to live with this fix.

kromano
11-11-2009, 11:35 PM
Latest layout test build download (http://rapidshare.com/files/305722252/cp_round3_01.7z).

Anybody aware of filehosting that isn't hostile like these rapidshare or mediafire sites? It'd be nice to be able to share content in a way that didn't try to trick people into signing up for some needless BS.

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