Author Topic: Newmap: The Tunnel  (Read 7589 times)

Apocalypse

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Newmap: The Tunnel
« on: August 04, 2007, 10:50:53 AM »
Hey guys this is a small three path CTF meant for fast action. This is by far the smallest map I've ever worked on. Also I know the name sounds cheesy but I couldn't think of anything else.
Anyways the first download is the beta 1 including one ctp1 texture included for those of you who haven't downloaded (dirt something 4). Then a screenshots of each base.

Cobo

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Re: Newmap: The Tunnel
« Reply #1 on: August 04, 2007, 11:49:06 AM »
1. Got any more pics? Perhaps one from above?
2. The straight walls look boxy and ugly :-\

y00tz

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Re: Newmap: The Tunnel
« Reply #2 on: August 04, 2007, 11:54:10 AM »
Note: The CTP texture needs to go into a folder in your textures folder called "ctp1".

About the map:
Pros
-Plays fast
-"Multiple paths"
-Lit well

Cons
-Very basic
-Autococker is too big for small map
-The top area is hollowed out, maybe there would be a way to get in there?

Apocalypse

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Re: Newmap: The Tunnel
« Reply #3 on: August 04, 2007, 12:17:09 PM »
Cons
-Very basic
-Autococker is too big for small map
-The top area is hollowed out, maybe there would be a way to get in there?

@y00tz
Number 1 very basic.... what would you suggest to make it less basic? That was kind of the point but I suppose I could change.
Number 2 do you think I should replace with another gun? Maybe a carbine and make players start with VMs?
Number 3 I was thinking of that but I couldn't think of a way for people to get up there without changing the whole structure can you think of anything?
I'll fix the ctp1 texture with the next beta.
@Cobo
On the next beta I suppose I could make the bases more like in this pic would that be good?

KiLo

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Re: Newmap: The Tunnel
« Reply #4 on: August 04, 2007, 12:25:36 PM »
Quote from: Apocalypse
Number 2 do you think I should replace with another gun? Maybe a carbine and make players start with VMs?

I haven't looked at the map yet at all but if it is like I think Stingrays might be a good choice.

Spook

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Re: Newmap: The Tunnel
« Reply #5 on: August 04, 2007, 12:30:49 PM »
you got some magical half floating crates that look funny to me.



Apocalypse

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Re: Newmap: The Tunnel
« Reply #6 on: August 04, 2007, 12:32:59 PM »
Spook and his high fov lol.
I'll fix it in the next beta Spook I thought I fixed thoughs that's all the ground on either side is confusing that's all.

Chef-Killer

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Re: Newmap: The Tunnel
« Reply #7 on: August 04, 2007, 12:40:50 PM »
Quote from: Apocalypse
Number 2 do you think I should replace with another gun? Maybe a carbine and make players start with VMs?

What's with gun type "medium" or "high"? So there are sometimes cockers, but sometimes also other guns.

Apocalypse

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Re: Newmap: The Tunnel
« Reply #8 on: August 04, 2007, 12:44:48 PM »
Quote from: Apocalypse
Number 2 do you think I should replace with another gun? Maybe a carbine and make players start with VMs?

What's with gun type "medium" or "high"? So there are sometimes cockers, but sometimes also other guns.
Do you mean in the center if so I suppose I could do that.

Cobo

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Re: Newmap: The Tunnel
« Reply #9 on: August 04, 2007, 12:49:22 PM »
@Cobo
On the next beta I suppose I could make the bases more like in this pic would that be good?
Is that from the side or from above?
Making everything the same wouldnt be any good either, try to make random stuff.

Corporal Perez

  • Stingray
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Re: Newmap: The Tunnel
« Reply #10 on: August 04, 2007, 12:50:45 PM »
seems like the blue team have an advantage?????

Spook

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Re: Newmap: The Tunnel
« Reply #11 on: August 04, 2007, 12:54:51 PM »
the map is perfectly symmetrical so both teams have the same advantages.

apoc: it's just fov 160 =]

Apocalypse

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Re: Newmap: The Tunnel
« Reply #12 on: August 04, 2007, 12:56:58 PM »
Spook it's much higher then my 90 lol.
It's from the top Cobo also what do you mean by everything?

Chef-Killer

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Re: Newmap: The Tunnel
« Reply #13 on: August 04, 2007, 12:58:50 PM »
I mean in the player spawn.

Should be this:

Code: [Select]
"GiveGun" "high"

Apocalypse

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Re: Newmap: The Tunnel
« Reply #14 on: August 04, 2007, 12:59:46 PM »
Ok thought you were talking about the gun in the centre that sounds good.
Edit: Eeek post count 666

Cobo

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Re: Newmap: The Tunnel
« Reply #15 on: August 04, 2007, 01:02:28 PM »
Something like this would look bad:
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Something like this would look better:
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Apocalypse

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Re: Newmap: The Tunnel
« Reply #16 on: August 04, 2007, 01:05:35 PM »
Hmm.... it would take a bit longer but I suppose I could do it in beta 2.

Cobo

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Re: Newmap: The Tunnel
« Reply #17 on: August 04, 2007, 01:43:42 PM »
It's pretty easy with the shear tool in BSP.
Default is pressing ctrl+shift and left clicking. It will allow you to move a single face without moving the whole brush.

Apocalypse

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Re: Newmap: The Tunnel
« Reply #18 on: August 04, 2007, 01:57:44 PM »
It's pretty easy with the shear tool in BSP.
Default is pressing ctrl+shift and left clicking. It will allow you to move a single face without moving the whole brush.
Alright thanks.

SmackWaters

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Re: Newmap: The Tunnel
« Reply #19 on: August 05, 2007, 01:30:22 AM »
I can't see much from the screenshots, but i will download and play it.

Edit:

Things i noticed:

Don't know if it's supposed to be this way, but the crates are always in the way, so it's hard to get going fast.

Spawn points need to be rotated. Set them away from the base. (see pic) so for the top, it would be

Code: [Select]
"classname" "info_player_deathmatch"
"angle" "270"

which is "south" in bsp

then for the bottom, do

Code: [Select]
"classname" "info_player_deathmatch"
"angle" "90"

which is "north".

edit again: oops, forgot to upload the pic  ;)
« Last Edit: August 06, 2007, 09:39:17 AM by SmackWaters »