ctf_shift_v2

Author: FrØzenshiFt
File Size: 2.5 MB
Overall Rating:
 

ctf_shift

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MAP INFORMATION

Title:                 ctf_shift
Version:              1.0
Filename:              ctf_shift_v1.bsp
Created By:            FrØzenshiFt
Type:                  CTF
Finish Date:          Version 1.0 released April 15th, 2008

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THANKS TO

- cownaetion for source sdk problem solving
- The few people who tested it in the beginning
- anyone I missed...


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INSTALLATION

Extract the .rar file and place the .bsp file in the location below..
...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps

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ctf_shift_v2

#  Apr 15, 2008 at 12:17 AM
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Fr0zenshiFt 82432
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This is my first TF2 map, however this is not my first time making a map using Source SDK.  I used to make Counter-Strike Source maps about 2 years ago, and so I was somewhat familiar with source sdk.  This past weekend, I just felt the urge to make a map and hope that it turns out decent, and so I spent my whole weekend working on this.  I am hoping to try this out with about 12 people or so to see what else can be fixed, but I have yet to play this with some real action.

If there's anyway we could setup a time or something that we can test this out, then please help me do that. 

I hope the map turned out okay.

I know there are still a couple small flaws, but for the most part, it's a complete map.

You can download the .rar file here or from the 'download' link above --> http://pyrfect.com/images/ctf_shift/ctf_shift_v2.rar

http://pyrfect.com/images/ctf_shift/ctf_shift_v10000.png

http://pyrfect.com/images/ctf_shift/ctf_shift_v10001.png

http://pyrfect.com/images/ctf_shift/ctf_shift_v10002.png


http://pyrfect.com/images/ctf_shift/ctf_shift_v10003.png

http://pyrfect.com/images/ctf_shift/ctf_shift_v10004.png

http://pyrfect.com/images/ctf_shift/ctf_shift_v10005.png


#  Apr 15, 2008 at 12:51 AM
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Oct 15, 2007
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DurbanPoison 78453
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Nice dude!  Looks like you  spruced it up a bit since we played the test run.    Glad to see you took into consideration what I said.  Let me know when you want to beta test! 
#  Apr 15, 2008 at 5:04 AM
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Milky 80328
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Quote:
Originally Posted by Fr0zen

This past weekend, I just felt the urge to make a map and hope that it turns out decent, and so I spent my whole weekend working on this.

This part made me chuckle, but honestly it looks pretty good for a weekend job and a first go in 2 yrs.
#  Apr 15, 2008 at 6:15 AM
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Big Lou 78077
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Just looking at the screenshots, I think there needs to be softer lighting.  I want to see more dramatic shadows and a lot more contrast.
#  Apr 15, 2008 at 9:51 AM
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Fr0zenshiFt 82432
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Quote:
Originally Posted by Big Lou
Just looking at the screenshots, I think there needs to be softer lighting.  I want to see more dramatic shadows and a lot more contrast.

The lighting is a bit too bright? I could pull some of the lighting away from the walls and more towards the middle and that should be able to soften it up, I think.  I'd need to see an example to fix the lighting. 

But ya, feel free to make suggestions or comments that would improve the map.  If there's something that you think should be changed or altered a bit, then I'll take into consideration whatever it is.

Thanks for the comments so far.
#  Apr 15, 2008 at 2:46 PM
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Jan 26, 2008
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wonderwall 82507
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Lighting seems too bright, almost as if fullbright mode was on. Even in the underground area the lighting seems too harsh. My fps was also very erratic. Possibly due to the lighting, although I can't be sure. Uneven fps makes for choppy gameplay, which is never fun. Some areas of the map I get over 150 fps, while others I get 20-30, and this is without any other players or action occurring. The intel room, and the basement/underground routes are a couple of the areas where I get low fps.

There is also an invisible wall or something else blocking the path upto the top of the bridge from the rocks on either side. I'd also add a small ammo pack by the health in the middle. Open the windows in the little side room next to the battlements because right now it seems pretty useless. Doing so will let snipers shoot from within.
#  Apr 15, 2008 at 2:54 PM
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Cyn 79680
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I played this earlier when you had a fullbright build of it, and I thought the layout was decent. However, you gotta get the looks up to par. Tweak lighting to make it more dramatic. Add some accents and trim bits along the walls in the bases. Take a look at mach4 for example. The indoor area is really just a couple right angle hallways, some stairs, and a walkway, but because of the detailing it looks more exciting. Put shit on the ceiling, pipes, missing tiles, rock outcroppings, light fixtures.. whatever, just break up the plain interiors. When I mapped for HL2CTF I always found this stuff to be the most tedious, but it's also what makes the difference between a 7/10 map and a 9/10.

And oh yeah, abuse func_detail, that might help the frame issues wonderwall speaks off.
#  Apr 15, 2008 at 8:41 PM
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Fr0zenshiFt 82432
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I can't say enough how much the comments and feedback have helped me out so far.  I'm going to be updating the map to take into consideration many of the suggestions and places where problems in the map were found.

As for the fps, Cyn explained about the func_detail and has also sent me a link which should help me optimize the map for best performance. As of now, I have done no optimizing of the map at all, and therefore, if you are anywhere in the map, the whole map is rendered to its fullest.  Apparently there's a way to not render part of the map when the person is 'not in view of the objects'.  If I can fix that on my map so only what you see in front of you is rendered versus having the whole map fully rendered all the time, then hopefully the fps on the map will drastically improve.

I will also look to add more detail to the map and I'll see what I can do to fix the lighting issue.  Teamchuckles actually said I should have made the lighting brighter lol and he didn't realize everyone thought the map was TOO bright.

I'm not sure if I should just darken the color of the lights, or remove some of the lights completely instead of reducing the brightness. I'll test out the map a few times and see what looks best.

One last thing, and that is I am trying to make sure the map is fully complete for each class. I'm trying to not have one class be overpowered on the map. I want the map to have benefits for the engineers, and then I want soldiers to have their advantages in the map, and same goes for the spies, scouts or any other class. If anyone sees a way to help improve a class on the map that would even it out, then please also let me know about that.  

I know much of it cannot be tested unless we run the map on a server with a good 10-12 people, but if we can ever do that, please post your comments for the map here so I can improve it as best as I can.
#  Apr 16, 2008 at 5:06 AM
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Milky 80328
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One thing to keep in mind, don't go overboard on the func_details as that can make things bad too as you won't be able to block vis even with optimization techniques.  Generally you want to detail brushes that are complex (i.e. cylinders, arches, etc) or brushes that really woudn't do much to block vis anyway (i.e. short walls in an open area). 

As for the lighting just look at some of the interior areas of valve maps to get an idea on how to approach the lighting, personally I wouldn't get rid of lights unless you simply have an overabundance of them in a tight area (the second screenie looks to be an example of this, lights on the walls and ceilings in a tight cluster). 
#  Apr 18, 2008 at 10:33 PM
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Fr0zenshiFt 82432
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I did my best to accommodate many of the problems in the map such as lighting and trying to fix fps problems.  I can still fix things on the map if an issue or something comes up, but for right now, I have revamped the map quite a bit to add some much needed detail and to get the timer working so it's playable on a server.

Thanks you everyone who tested it earlier today which were about 12 of you.  I hope the map was decent and if there's something you don't like about it, please post it so I can see if there's anything I can do to make it better. If there are good things in the map, those could be posted too.  Whatever you want though.  My feelings won't be hurt if you have a couple complaints on the map.  I'll just see what I can do to make it better then.

This is version #2 and you can download it from the link below.

http://pyrfect.com/images/ctf_shift/ctf_shift_v2.rar

 

A few things that were changed are listed below.  That's not all the changes, but the more important ones to know.

Please leave any comments or suggestions here if you would like. Thanks for the above people for helping me work out some issues with the map and to make some needed improvements.

==========================================================================
::: Version 2 MAP CHANGES/UPDATES/FIXES :::

- Map will now end in a stalemate if time runs out (unless server settings alter it to sudden death).

- Placed small ammo pack in middle underneath archway.

- Changed two ammo packs in the basement from small to medium size.

- Fixed lighting issues to better suit the map and the overall gameplay.

- Made map more visually appealing.
==========================================================================



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Copyright 2007-2008 All Rights Reserved

Team Fortress 2


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