ctf_Decker_b1

Credits

Submitter
  • P1: Beggar
    Points: 349
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
Vig_ (Creator/Co-creator)
Key Authors
Vig
Design, construction, custom props & textures
Valve
Everything else

Rating

9.31/10
Based off 8 rating(s)

Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
33
ViewCount
4,419
Downloads
605
Date Added
3 years ago
Date Modified
3 years ago

Standard CTF. The Blue Team has docked its aircraft carrier at the Red cannery, carnage and hillarity ensue.

CTFDeckerb9 2nd BETA release http://files.getdropbox.com/u/1306131/ctfDeckerb9.rar

New beta version, with totally redesigned paths. Much smaller (file size and map size), simpler and quicker to navigate, and added a bunch of optimization improvements.

Still a lot of work left to do but its ready for play testing.

List of changes: - Started a custom 2D/3D skybox. - Changed it from day to night. - Rerouted a lot of paths and simplified things. - Reworked a lot of the props and optimized textures. - Removed the lowest level from the bases. - Added health and ammo to various places.

++++++++++++++++++++++++++++++++++++++++++++++++++ Ctf_Deckerb1 1st BETA RELEASE The blue team has docked their aircraft carrier at the red cannery, hilarity and carnage ensue. please send bugs and requests to "vig@vigville.com"

Notes: - Blue base: 90% fini - Red base: 60% fini - Shared areas: 80% fini

Please do not use any of the custom props or textures included with this map, in any other maps, YET! Many of the props and textures are still works in progress. I will release the props and textures as a custom pack once this map releases.

More screen shots: http://www.vigville.com/wip/ctf_decker/

Work in progress thread: http://boards.polycount.net/showthread.php?t=52222

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Comments

    • P1: Beggar
      Points: 349
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    "Lots of hallways" That's pretty much the feeling I get from a lot of people. That was the feel I was shooting for, ships are that way, a maze of tight hallways. But I totally understand people want something a bit more straight forward from the first play through. So I'm about half way through redoing a few hallways in the core structure of the base design. I also did a bunch of clean up work to help VIS.

    They really need some kind of symmetry system in Hammer...

    I personally don't have performance issues in the middle and hardly anyone has brought it up as an issue, but I'd still like to get things as optimal as possible.

    Progress is slowed down a bit by other side projects I have going on, but I should have b2 out soon. the changed areas won't be as detailed but they don't need to be for testing.

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

    Awesome concept - but WAY too complicated - too many paths and rooms not really doing anything. Will be following the development of this map - but right now, too frustrating for server rotation.

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Perfect map no problems looks great and is completely solid this has easily made my favourite maps list id like to see even more work from you

    Im wearin my lucky shades!
    • P3: Peasant
      Points: 11,772
    • E1: Helper
      EF: 18
    • C3: Moderator
    • A6: Elder
      Account Age: 6 years
    sHiBaN

    This is amazing.

    Who models and textures those amazing props and models? Its as if Valve themselves made it.

    shiban.deviantart.com
    • P1: Beggar
      Points: 851
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: havnt played the map but this looks awsome, great job on it. Cons: none that i see, but if people are complaining about the fps then thats the only con Improvements: negative Notes: work the fps and repost as a v2 and it will get a automatic 9/10 to 10/10 pretty quickly

    Can u play with Madness?
    • P1: Beggar
      Points: 349
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Ahh yes I haven't optimized it yet. Didn't even know that much about optimization, but thanks to CYoung I've got some places to start. I've been doing some reading and it probably won't be that hard to break up the visleaf/portals so its more compartmentalized.

    Thanks guys awesome feedback so far, really helping!

    Teh Vig
    • P1: Beggar
      Points: 152
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    I am going to download this just because there is F4U's in it

    the crimson king
    • P1: Beggar
      Points: 251
    • E3: Tutor
      EF: 47
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: This map is simply amazing looking. The amount of custom content that has went into it, the design and idea itself, it's just great. The visuals are amazing, and the gameplay is even better, just simply amazing thought process behind this map. Cons: Well, where to start. Here's the biggest problem in the whole map. 300,000 Model Polys rendered at any given point at mid. That's without any players, and other combat going on. With a full 32 man server, and mid being the biggest area of conflict, the total rendered polys can well hit 500k, that's obscene. You either need to optimize that mesh by alot, or you need to do something to cut down what is rendered, and maybe redesign mid. On top of that, your VIS leafs are poorly made, you really should chop up your map into more sections to improve performmance. I noticed some model clipping, like the tug boat and stuff like that. maybe redesign the blue base a little bit. Improvements: Well I wrote it in the cons, but to give you an idea of what I mean....

    You need to either redesign middle, break up your VIS leafs, use hint/occluder/area portal to prevent models inside the ships from being rendered when not needed, and so forth. Notes: Good map, but needs heavy optimization.

    Dad I'd Like to ....
    • P4: Worker
      Points: 42,351
    • E3: Tutor
      EF: 50
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    This looks amazing so far man!

    When a man no longer fears dea
    • P2: Drudge
      Points: 1,193
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Sick props and all! I would always want to be on blu thought.

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