ctf_delivery_b1

Credits

Submitter
  • P1: Beggar
    Points: 257
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
saucyboy (Creator/Co-creator)
Key Authors
saucyboy

Rating

9.08/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
11
ViewCount
1,276
Downloads
138
Date Added
4 years ago
Date Modified
4 years ago

Delivery is a reversed CTF map, focusing in fun, action and balance.

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Delivery is a reversed CTF map, focusing in fun, action and balance. Reverse CTF means, the enemy's Intelligence are in YOUR teams base. You shall take the enemy's Intelligence the the OTHER teams base to score!

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Todo list: * Change the stairs into ramps. (Fail Medic @ tf2.deadworkers.com) * Change the depth of the water in the tunnel so a pyros fire gets extinguished when you crouch. (Fail Medic @ tf2.deadworkers.com) * Fix the texture alignment of the water textures. (Me) * Rename the map to "reversectfdelivery". (3stoogesgeo @ TF2Maps) * Make the Intel more visible when coming out of spawn. (3stoogesgeo @ TF2Maps) * Add a message when you first spawn, starting what the objective is. "TAKE THE INTEL TO ENEMY'S BASE CAPTURE ZONE!". (3stoogesgeo @ TF2Maps) * Add the same message when you do pick up the Intel. (3stoogesgeo @ TF2Maps) * Change the textures in the Hallways. (A Clever Bullet @ FPSB) * Add lightning props. (A Clever Bullet @ FPSB)

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Map Info:

Name: Delivery Filename: ctfdeliveryb1 Type: CTF (Reversed) Version: Beta 1.0 Compile Date: 07/03/2008 (DD/MM/YYYY) Compile Time: 4 minutes, 53 seconds

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Author Info & How to contact me:

Creator: Patrik "saucyboy" Holmberg (also go by the nick "Sås") Email: zace_@hotmail.com SteamID: http://steamcommunity.com/id/saus Website: www.jalba.se/headz (Swedish site) Control Point forums (tf2.deadworkers.com), I go by the name "saucyboy" there.

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Installation:

Extract the zip file to: ..Steam\steamapps\%username%\team fortress 2\tf\maps

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How to provide good and usable feedback for me:

1) Layout & Theme - How does the Layout look for you? Is it hard to understand how the map goes? (Considering all the routes you can take.) - What do you think of my choose of theme? (Like VALVe own maps. RED = Warm colors, Natural materials, Angular gemetry. BLU = Cool colors, Industrial materials, Orthogonal forms.)

2) Textures - Do you like the RED/BLU's textures? Should I replace any of them? - Any textures missing?

3) Displacement(s) (I am really bad at making displacement cliffs) - What do you think of my displacement(s)? (Everything with a cliff texture will be displacement'ed. But at this time I wanted to focus on where the players will be running/fighting.) - Need another cliff texture for my displacements? - Tips on how make a curved displacement(s).

4) Lightning - Are the lightning placement good? - Any light that needs to be moved/removed? - Anywhere that's needs to have more lights? - Any place that's very dark and needs to be brightend up? - Any place that's very bright and needs to be more dark? - Is the environment light good?

5) Props (I've Added some, but not much.) - Tips on where to put props. - Tips on what props to use.

6) Optimization (I've tried to optimize the map as much as I can, I hope it helps to people who have old computers, like me.) - Any specific place where you get low fps at? (Screenshot of the place would be most appreciated.) - Does it run smooth on your computer?

7) Gameplay (This is the hard part.) - What makes this map fun? - What makes this map boring? - What could be done to make this map more fun?

8) Playerclip (Restricting area for players) - Any place where it needs to be added? - Any place where it needs to be removed?

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Other Notes:

I want to say thank you to Control Point community for being awesome. And I also want to give a shoutout to their awesome TF2 Podcast at tf2.deadworkers.com

Map threads: Control Point (tf2.deadworkers.com) TF2Maps.net Steampowered.com My website's forum thread (Swedish site)

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Files contained in the zip file: ctfdeliveryb1.bsp - The map file. ctfdeliveryb1readme.txt - The ReadMe file. ctfdeliveryb1english.txt - Objective description file.

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    We just added this map to the control point podcast fun server #5. Can't wait to try it out. People are welcome to request it, nominate it, or see if it comes up in the normal rotation.

    Server Address: 8.6.15.11

    Bananite
    • P4: Worker
      Points: 37,209
    • E3: Tutor
      EF: 61
    • C1: Member
    • A6: Elder
      Account Age: 8 years

    Pros: Unique game play type.... Cons: but HOLY CONFUSING!!!! There's no explanation as to where to take the intel. The motd screen says "into the enemy's base" yet walking into the enemy's base does not automatically count as a cap. I found the cap point but there's no explanation of this. You absolutely have to explain in the map. Improvements: You have many directional signs.... and some aren't really pointing in the right direction. Inparticular, the intel sign in the capture area points to an area that goes no where. Simplify. Explain. That's the best advice I can give you. Also, your outside area (the bridge area) is very unattractive. Notes: Let me know when you update and I'll give it another try.

    www.clan-ai.com
    • P1: Beggar
      Points: 257
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Thanks guys, yes I havn't really focused much on the details (since I suck at detailing rooms and such) but the map WILL be prettier.

    Also, have anyone played it with a lot of other players? In that case please let me know if there's anything that I need to change and let me know if it's a fun map. Thanks!

    He's saucy
    • P1: Beggar
      Points: 123
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    That is a nice map but you need to put more props and make it detailed. So nice work!

    Need moar drugs...
    • P2: Drudge
      Points: 6,780
    • E3: Tutor
      EF: 63
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    The outside looks really nice. Just it is the inside that really does need work.

    Mapping Imp
    • P1: Beggar
      Points: 257
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Thanks for the feedback and the texture list, will use those you named instead.

    By hallways you mean the routes at the left from where you spawn? The routes that goes down to the tunnels?

    And yes, I know about using lightning props. I just wanted to hear what people think about how bright/dark the map is before I started focusing on the light and it's props. Will be added in Beta 2.

    He's saucy
    • P1: Beggar
      Points: 341
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    I have to agree about the less brick thingy, some light sources would be nice also (i.e. light bulbs 'n' such.

    Good Texture Groups:

    RED TEAM HALLWAY << Ceiling - concrete/computerwall004 Wall - concrete/computerwall003c Floor - concrete/floor_carpet002

    BLUE TEAM HALLWAY << Ceiling - concrete/computerwall007 Wall - concrete/computerwall005c Floor - concrete/floor_carpet001

    Expensive water fixes all ugly
    • P1: Beggar
      Points: 257
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    That would be awesome! Yes I know about the textures, I've never been good at texturing my maps.

    Also I think there isn't many different textures. Maybe only half of those wall textures are somewhat good for this map, the others is hard to make it fit with the map.

    Any suggestions about what textures you think I could use are more than welcome!

    He's saucy
    • P2: Drudge
      Points: 1,475
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    I'll give it a spin tonight with a full server, but you do need to add a lot more color to it as almost all I see in the entire set of screens is lots and lots of brick walls :\

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