ctf_installation_v2

Credits

Submitter
  • P1: Beggar
    Points: 518
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
cybris (Creator/Co-creator)
Key Authors
Cybris (RG)

Rating

8.80/10
Based off 5 rating(s)

Additional Info

Development State
Final/Stable
Version
1.0.1
Maximum Players
24

Stats

Post Count
29
ViewCount
3,551
Downloads
602
Date Added
4 years ago
Date Modified
4 years ago

A CTF map for TF2

Map name: ctf_installation Author: Cybris (cybris at onlinequilt.net) Description: A medium-sized CTF map for Team Fortress 2 Technology: Standard textures and models

Version history:

-- Final v2 -- Reduced bloom effect in HDR Small texture fixes Prop colour fixes

-- Final -- Fixed players able to hide in pipes on battlements Fixed hollow pipes on battlements Fixed details blocking movement on battlement stairs Small optical fix to the stairs room Remade dome window in Intel rooms Remade Rocket in basement Remade skybox displacements Added hint brushes to canyon area Toned down HDR lighting

-- Beta 2 -- Fixed some bad looking displacements Fixed a see-through-sky bug in the intel room Added a timer set to 30 minutes Added nobuild zones to the resupply rooms Added more lights to the intel rooms Added some props to the stairs rooms Added spotlight effects to some lamps Minor visual changes to some overlays and textures Now compiled with HDR support Added this readme file

-- Beta 1 -- First release

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Comments

    • P1: Beggar
      Points: 518
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    A few months and some mapping experience later I'll have to say that I could have made this map better.

    The middle area and the intel room are too small. Layout specifics, lighting, texturing, and the displacements need work. Two of the paths are too difficult to traverse (climbing the rocks & pipes up to the battlements, and using the vents in the basement).

    It's still a fun map and I like the general layout. CTF in TF2 is not my favorite mode, so I probably won't continue work on this map, though. The next maps will be better.

    Thanks for trying it, and have fun!

    Bananite
    • P1: Beggar
      Points: 518
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      Account Age: 4 years

    OK, thanks to the helpful people on tf2maps.net and interlopers.net I fixed the bloom. The map is finished now!

    Bananite
    • P1: Beggar
      Points: 518
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    I'll take a look at it. It seems I'll have to release a v2 after all.

    Bananite
    • P4: Worker
      Points: 37,209
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      EF: 61
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    • A6: Elder
      Account Age: 8 years

    I'm having a lighting issue with the lastest version of your map. For whatever reason, all signs and metals that would normally reflect are extremely bright.... so bright that you can't see through them or anything that the signs say - etc.

    I realize this is supposed to be a final version but there's no way anyone on my server will play a map when they can't read the directional signs. Please let me know when and if this is fixed so I can put the newest version on my server.

    www.clan-ai.com
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
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    • A6: Elder
      Account Age: 7 years

    Heh cool, glad you like it :) your map is sweet, not that many make it into rotation :p Better upload final now.

    (O>)
    • P1: Beggar
      Points: 518
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      Account Age: 4 years

    I just played the beta on yor server; nice to play the map with a big bunch of players. I even found a trick or two I didn't think of when making the map (e.g. throwing grenades through the air vent into the intel to kill the inevitable sentries). Very cool custom server.

    Bananite
    • P2: Drudge
      Points: 2,878
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      Account Age: 7 years

    I dont think the sg was actually targeting people through walls, it was shooting other players near it but the bullets were tearing through the walls. i don't know for sure, it's in rotation on my server ill give you a shout when it comes on if you pm me your steamid

    (O>)
    • P1: Beggar
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    The doorframe to the intel is partly a func_illusonary - I hate gettings stuck on doorframes. Sentries may be able to shoot through the doorframe, but not through the adjacent wall. I'll have to look into this when I find the map on a public server; maybe it should be fixed. I can't get a sentry to shoot at me when testing the map alone ;-)

    Bananite
    • P2: Drudge
      Points: 2,878
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      Account Age: 7 years

    The ones i remember were at the intel, in red spawn. could be other places too

    (O>)
    • P1: Beggar
      Points: 518
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    • A5: Veteran
      Account Age: 4 years
    one thing is sentries can shoot through walls, you can see the bullets tearing out of walls way beyond where the sgs actually are

    This shouldn't happen; could you tell me in which area sentries can shoot through walls, and which walls?

    Bananite
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