ctf_cruise_b1

Credits

Submitter
  • P1: Beggar
    Points: 170
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
Narkissus (Creator/Co-creator)
Key Authors
Narkissus

Rating

9.34/10
Based off 10 rating(s)

Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
19
ViewCount
3,917
Downloads
846
Date Added
4 years ago
Date Modified
4 years ago

A ctf map that takes place on an old cruise ship.

A ctf map that takes place on a cruise ship sailing through the sea. This is a beta 1.0 version.

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MAP INFORMATION-

Title: ctfcruiseb1 Version: BETA 1.0 Filename: ctfcruiseb1.bsp Created By: Josh Henning - Narkissus Author Email: Jhenning04@gmail.com Type: CTF

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A big thanks to TF2maps.net for all their help. Also to youme and velvetfistironglove.

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Comments

    • P1: Beggar
      Points: 20
    • C1: Member
    • A1: Lollipop
      Account Age: 4 months

    I love this map! but I usually use it as a trade server though... Its beautiful, for a game :)

    Bananite
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    The problem with this map is the very limited layout. it needs a lot more paths and levels to get to the enemy base. At present its just a sprayfest in the swimming pool room it has potential but it needs more routes and chokepoints not just a mirror plan

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

    Pros: This map is definitely a one of a kind. I love how you created the small island to make the boat feel as if it's actually moving - excellent! Cons: When I saw that this was a ship, I was excited and thought for sure it'd look like a boat from The Ship - but not so much. Improvements: Do not allow the intel to fall off the ship with the carrier. You open yourself up for a whole lot of frustration anytime the intel gets to a spot where it can not be retrieved. Second, I'd strongly suggest taking a look at some of the maps for The Ship (the HL2 version - not the HL version). I have a guest pass for three days if you'd like to try it out and get a feel for what the maps look like. I think there's a lot of textures and structures you could incorporate on your map here. Let me know if you'd like the guest pass so you can see what I'm talking about. Notes: Overall, this map definitely has potential. Good work. Much better than the original orange version I tried out. :o

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

    Pros: Nice concept, very original Cons: You should add an undeground way for the exit of intelligence. For exemple, you can open, the two ways byside the intelligence place. And you should optimize the central place of the map where there is the pool.

    Bananite
    • P1: Beggar
      Points: 170
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Ok guys, keep in mind that is just the first beta release (means i really only just got it almost fully textured, last versions were dev textures only for just testing layout/gameplay) Rest assured that i will be adding much more detail and messing with textures and lighting alot.

    I will be adding more islands that float by, right now there are 2 of them, but those are more just for testing the entities and stuff that causes them to float by then actually being the final islands.

    The "mud" in the engine boiler room is actually supposed to be coal, im working on getting a better texture on that.

    The sounds outside have been revamped and now there is waves and seagulls instead of the crickets :P

    And as always im working on optimizing as i go along, i believe ive got it pretty good as i get 200 fps all over and people i test it with get at lowest 40 fps, but ill still try to optimize more.

    Once again thanks for all the comments guys.

    Captain of this cruise
    • P2: Drudge
      Points: 5,899
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Like the map, but could you make the pool have a glass bottom so you can see thru it? =D

    in hiatus :)
    • P4: Worker
      Points: 34,283
    • E1: Helper
      EF: 6
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Design: I like the idea a lot, and it's a wonderful idea to attempt, but the only game possible would be capture the flag, unless the capture points are closely placed. Some of the brushwork could have been done better too. Fun: Just from the screenshots I can tell this map makes good use of the TF2 unique gameplay, i see few sniper places where they can take advantage, but it's not a lot of small corridors that limit the fun and make it a slow paced game. Gameplay: Capture the flag is always a good call to use for a map, especially when pushing the envelope on new settings and map styles. Looks: Like I said before, you could have done better with the blocky brushworks and the textures don't have the same uniqueness of other TF2 maps, it looks like a cross between cartoon and realism, or CS:S and TF2. That can be good sometimes, but with the brushes and the lighting, it doesn't work out too well. Teamplay: I still don't understand what "teamplay" is. I guess how well people need to work together? If so, good job. There isn't a class that can really dominate here, you have an amazing looking layout.

    Superstar. ๏̯͡
    • P1: Beggar
      Points: 778
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Very nice map! I like the pool in the ship and all that simple&clean style. But it has cons of course. You should make carbon more smoother, change roof texture to more neutral. And eee, it's awesome.

    bux.to is a scam
    • P1: Beggar
      Points: 69
    • E1: Helper
      EF: 1
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Looks great, lighting is a bit too bright in some places.

    Nice Cave
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    The timer is broken when it reaches zero so map wont change

    (O>)
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