map release: ctf_turbine

Lobster

The Freeman
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ctf_turbine

This is the second map I have released, this time I thought I would try somthing simpler and have gone for a more straight forward CTF which I hope has a little somthing for every class in it, I learned quite a bit from my previous map so I hope this one should play a little better.

As usual all comments and feedback are welcome, and I hope you like it. :)

Screenies:
http://img150.imageshack.us/img150/2532/ctfturbine0000km3.jpg
http://img147.imageshack.us/img147/8296/ctfturbine0001vt4.jpg
http://img88.imageshack.us/img88/3181/ctfturbine0002uk2.jpg
http://img88.imageshack.us/img88/5451/ctfturbine0003yg8.jpg

Download:

http://files.filefront.com/ctf+turbinezip/;8828414;/fileinfo.html


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NOTE: CP_Wolf got a huge ammount of good feedback which I intend to use in a tweaked version 2.0 just as soon as I have the SDK, as the hacked together build really hates that map at the moment, but rest assured I will get round to it.

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Thanks to those who helped testing, u know who you are.
 
This is by no means a dig at your map, but I can't wait until all maps stop looking the same. I mean, even all 6 Valve ones look almost exactly the same bar layouts, just like the Zero Punctuation review said.

I do like the look of your map though.
 
I guess Industrial Farmland does get a little old. :O but as most of the props and such lean towards that, its not that easy to be different, (though some people have leaned towards castles and such) I shall have to experiment more. :D
 
That's why I was saying it wasn't a dig at your map, it's difficult to do anything else. :p
 
I am confused. Are all maps, CP at least, going to have the exact same layout? As in Blu side is the exact same as the Red side?

It definitely isn't a big deal to me at all, but I am wondering if they are doing this solely for balance or out of a lack of care to create more into it. That definitely is what sets TF2 apart from other multiplayer games though. I prefer equal maps with equal layouts. I just hope like you said Reggie, that maps start to look different.

I want to see a city theme, an amusement park theme, a cruise ship theme, etc.
:p

But your map does look very fun. I would try it if I were in to custom maps, but alas dear lad, I like to play official maps till I hear from people such and such custom map is amazing.
 
Map looks great. My only concern (and that's saying a lot) is that all of the movement is forced through the centre room, which is too small considering this point.

I'd maybe alter it with some (clarification: ground level) side corridors with windows that overlook the middle room and have doorways into the middle room, but mean the player isn't forced through the middle proper. Otherwise the map is simply a rush to lock down the middle, which won't be very fun.
 
No offense, but this map is unplayable, and needs to be changed immediately if you want it to be played at all. After 2 mins on this map, everyone was begging for it to be changed on the server I was on.

The main problem is scouts. Off the rush, the scouts from the other team reach the flag room the same time as engineers and heavies. What this means is that there's absolutely no time to set up a defense, and soon everyone on both teams is a scout racing to cap flags the fastest. Trying to drop a sentry anywhere is near impossible, let alone in the flag room.

Not only is the map too small that scouts can just sprint back and forth capping flags. There are too many routes. I typically enjoy options, and considering that most maps made for any game have huge choke-point problems, but combined with the fact that scouts dominate this map, it's terrible. Scouts can dodge the entire team by zig zagging through the huge amount of cover. TF2 has many options for chokes (spies, ubers, co-ordinated rushes), you don't need to provide 3 routes on a map this small.
 
The worse thing about this map is the spawns. You have one exit with three spots looking onto it. With only one way out and three angles to defend against, it's RIFE with spawncamping.

Imo I'd change the stairs from the spawn to the middle room and make them snake from side to side instead so when approaching from the bottom you have a whole balcony at the top with more angles to watch for (not simply just looking straight up the stairs).

I'd also move the middle exit from the vents to the top of the stairs from the flagroom. Having that vent exit overlooking the spawn is so harsh it's unfunny.

I'd make a second spawn exit to the rear of the spawns that allows people out on the lower level (but inside the flagroom).

I found what I said earlier in this thread isn't that valid. I thought the map was longer from end to end and I hadn't really taken the vents into account. The middle room works quite well the way it is.
 
I'm not saying don't bother. Mapping is a continual process. You don't think Hydro and GravelPit and Well were perfect the first time they were tested? Look at the changes that have been made in Dustbowl since TFC.

A lot of the map plays very well, which means if you fix the big problems it will play well as a whole. They're not exactly massive fixes, either. No level designers starts off perfect, but all great level designers make it because they reiterate their work, fixing bugs and polishing the gameplay.
 
Official maps went through an absolute shitload of testing over and over and over... they'd gather stats and precisely alter the spawn times, choke poitns, room sizes, etc. to make the balance just perfect... to expect to have to go through anything less to make a good map isn't reasonable.
 
Official maps went through an absolute shitload of testing over and over and over... they'd gather stats and precisely alter the spawn times, choke poitns, room sizes, etc. to make the balance just perfect... to expect to have to go through anything less to make a good map isn't reasonable.

Agreed. People who just throw maps together as best as they can, then expect it to be perfect are just asking for trouble.
 
Dont get me wrong, I am fully prepared to make changes and additions over time, I already released a second version earlier in the week to correct problems in the midsection, the spawn problem is the biggest issue that i wanna work on for v3, ive had alot of constructive criticism through other means, but people also hate having to keep worrying about multiple versions, its very difficult to judge how a map is gonna play out with 24 people, when i dont have access to 24 private testers.

I will be sure not to post any further releases here, as I am certain no one is interested in this bollocks. :)
 
I keep getting amazed by the simple reply's on this board.
We seem to be surounded by experts that seem to judge someones job without even thinking about the time and effort these guys go through.
comparing custom content with official maps is the most stupid thing I have ever seen. if you start comparing you have not been around the intire game/modding scene long enough.

from calling an unreleased map from a screen shot a rush job, all the way to calling mapping of a good running map rubbish is bull,
and I would explane why, most released maps are build not with the handy sdk, they are build with experimenting with other games to get lighting, reflexions etc perfect. and for what??
Well let me tell you.. its for your gaming pleasure.. nothing more

Help out by giving pointers and maybe few changes to make a map better.
and think before you hammer someone's hard work.

my 2 cents, Keep up the awesome job Flob, can't wait to see your next project!

Peace out,
Anubuz
 
There's nowt wrong with keeping track of different versions, the better a version is, the more likely it is to make it onto the server cycle (and replace a predecessor). If there are only a couple of minor changes, that's when it might not get picked up. Just remember to release the versions with different filenames.

anubuz, it'll take Lob a lot longer to learn how to map well if he buries his head in the sand and never reiterates. As with most other forms of modding you need to be brave and open yourself up for (good and bad) criticism in order to learn.

Lobster, you say you don't have access to 24 private testers, yet you're willing to not seek feedback from people who are willing to give it just because of a few negative/unconstructive comments. The more feedback you get the more ideas for improvement and the better the map will be.
 
Lobster, could you post a couple screens of the second version? I had some fun on the first, mainly by avoiding the center area, so any improvement there would be welcome.

One thing I'd like to see is a bit more z-axis action. The ramps on the side of the main room are a good start on this, as are (to a degree) the ledges overlooking the outermost flag-room entrances; a few more places where soldiers and demomen can rain down their particular varieties of hell, and perhaps a few nice sheltered sniping spots, would really add a lot. :)
 
sorry bout the noobish question, but how does one make a map? Iv heard that TF2 comes with a levle editor, but i got it via the orange box and cant find it. any ideas?
 
sorry bout the noobish question, but how does one make a map? Iv heard that TF2 comes with a levle editor, but i got it via the orange box and cant find it. any ideas?

Download the Source SDK, under 'Tools' in Steam.
 
Dont worry, I wont bother in future.
Bet you're glad you did now!

Congratulations on making the first TF2 Community Map Pack. I think everyone here will agree you deserved it after the efforts you've put into re-iterating your design. :thumbs:
 
Hey thanks man, If I learned anything its to take criticism better. :D

I dare say there will be quite a few custom maps included over time, and its great to be chosen.
 
Well played, looking forward to playing this beast.
 
lol @ progression of thread

*shitsux! booo*
*Released by Valve*
*Yeah woo this map rox! aweshens!!*
 
^ The mapping did improve though, so the criticism was legitimate.
 
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