cp_cavein

Irksome

Newbie
Joined
Oct 21, 2007
Messages
652
Reaction score
1
Well, it's nearly done, a few more finishing touches and
my winter break, pet project will be completed.
This will be the first map, I've ever made for a
game thats I've released, I hope it wont disappoint.

I'll put a link up for download in a little while. For now though, here's some pictures.

edit: Forgot to take screencaps of the RED and BLU teams 1st cap point in the caves.

Center cap point, takes 8 seconds to cap with 3 people. "The foremans former office."
cp_cavein0006.jpg


The BLU mineshaft/depot entrance. This section is completed.
cp_cavein0001.jpg


The BLU depot.
cp_cavein0002.jpg


The RED mineshaft/depot entrance. I still need to add a few models, but the brush work is completed.
cp_cavein0007.jpg


The RED depot.
cp_cavein0005.jpg


The RED spawn room, and the reason why it's called 'cavein'.
cp_cavein0004.jpg
 
thats really nice, looks like it would make for an interesting play, any spots for the sniper?
 
Indoor areas look quite good, if a bit dark; outdoor could use more variation in the terrain and less squared-off-ness on the cliffs. Can't really see what the layout is like from the screenshots, so can't comment on that, but it looks like it could be fun.
 
You've got an excellent feel for composition and atmosphere. The big outdoor arena surrounding the center cap point reminds me of a north African WWII battlefield.

Can't wait to play it.
 
Looks like a pretty fine map there. My only real criticism is that you should lighten up the indoor areas.
 
#1 - Looks like a box. Definately needs a lot more variance to general shape.
#2 - Meh, nothing to really complain about here. Maybe you could try making it a bit more like a slope instead of a straight horizontal wall or something like that.
#3 - Way too dark. 300% lights, thank you.
#4 - Why not just copy/paste the blue entrance?
#5 - More light!!
#6 - More. Light.

That's my opinion of it.
 
Add trims to the mineshaft/depot entrances. At the moment you have hard lines between the brick/concrete fronts and the rocks. If you made some sort of trim -perhaps something looking architecturally authentic, like some wooden (Red) or girder (Blu) supports- it would look a lot better. I'd also trim the arches to complete the effect.

The outdoor areas suffer from being a bit flat. You could use displacements to crate small divets and humps in the terrain. Also the central CP would look a lot better with sand displacements in the corner edges where the brick walls meet the floor. At the moment it's looking a bit LEGO there.

In general it's looking good, though.
 
Sorry for the delay, but here it be...in all of it's version 1.0 glory.

PS: I took everyones advice on the lights, and brightened it up a bit, and I tried my best with the quarry portion, I'm not to proficient yet with my outdoor scenes. I roughed up the ground though and tweaked the cliff faces a litle, so I hope it's to everyones liking.

NEW SCREENSHOTS, INCLUDED IN THE FILEFRONT LINK.

http://files.filefront.com/cp+caveinzip/;9448251;/fileinfo.html
-------------------
\\TEAM FORTRESS 2//
-------------------

MAP: cp_cavein
TYPE: Control Point
VERSION: 1.0
CREATOR: Irksome

FILE NAME: cp_cavein.bsp
FILE SIZE: 15,119KB
RELEASE DATE: 1/16/2008

MAP OVERIEW
MAX PLAYERS: 32
MIN PLAYERS: 2
- 5 Control Points
2 RED
2 BLU
1 Neutral
- No foward spawning.
- 60 second prep-time.
- 30 minute max time limit.
- 5 minutes added on each cap.

BUGS: n/a

HOW TO INSTALL THIS MAP:
Place the cp_cavein.bsp into your:
\Steam\steamapps\***YOUR USER NAME***\team fortress 2\tf\maps

CREATOR CONTACT INFORMATION:
[email protected]

*****************************************************************************************
*****************************************************************************************
**PLEASE E-MAIL ME ANY BUGS, GLITCHES, AND EXPLOITS YOU FIND IN THIS MAP. THANK YOU! :)**
*****************************************************************************************
*****************************************************************************************
 
I like the catewalks in the spawn points, as well as the slightly hidden rock, both make great spots for the sniper, looks like a fun map.
good job!
 
Update: Version 1.1 was released today, with fixes and additions.

http://files.filefront.com/cp+cavein+v1+1zip/;9473864;/fileinfo.html
Pictures in the link.

UPDATES/CHANGES/ADDITIONS IN THIS VERSION (1.1)

- Added forward spawning. Made available when the depot is captured.

- Added an alternate exit route from the spawn, as well as another entrance to the cave CPs.

- Fixed the purple and black checkerboard textures.

- Changed the depot cap times from 5 seconds to 4.5.

- Fixed being able to pass through the smoking truck.
 
Back
Top