Twilight Wolf
Frequent Poster
A few days back, maybe a week or so now, I was bored and decided to play around with Hammer. I've made basic maps before, but nothing that had any actual goals, and when I was forced to reinstall Windows 7 a few months back, I lost the work I had done previously. This time, however, I made a complete basic map, named simply test3. It was barebones to be sure -- no skybox (I just closed up the ceiling), flags that could be picked up but not captured, etc. However, fun and lulz were had on it, so I decided I'd try to actually make a real map out of it. With the help of Thursty, who is currently working on making the map look good, and J.D, who's given us both creative advice, plus the members of MR and friends of friends who playtested the map and gave their own ideas, it's slowly becoming a reality.
My map design went through five stages in total. The first iteration, test3, was more or less the first full map. From there, having added flag capture triggers and thus made the map usable as a Capture the Flag map, I named it Unknown (since I couldn't think of a name for it), and Alpha 1 was completed. From there, I made improvements based on my own observation and from the observation of others, fixed things, had people test it, wash, rinse, repeat. Alpha 4, the most recent version I built, was the last one I worked on. My next step was handing the files created by Hammer off to Thursty, who, as I previously mentioned, is currently working on making the map look pretty and professional, and at least for now, we're calling it ctf_pine.
These are the changelogs I kept of each iteration of the map I worked on:
Screenshots coming soon.
EDIT: 1337th post for the win!
My map design went through five stages in total. The first iteration, test3, was more or less the first full map. From there, having added flag capture triggers and thus made the map usable as a Capture the Flag map, I named it Unknown (since I couldn't think of a name for it), and Alpha 1 was completed. From there, I made improvements based on my own observation and from the observation of others, fixed things, had people test it, wash, rinse, repeat. Alpha 4, the most recent version I built, was the last one I worked on. My next step was handing the files created by Hammer off to Thursty, who, as I previously mentioned, is currently working on making the map look pretty and professional, and at least for now, we're calling it ctf_pine.
These are the changelogs I kept of each iteration of the map I worked on:
ctf_unknown_a1 changelog said:Fixes (from test3):
- Intel no longer gets stuck in spawn room
- Gap between Blu stairs and wall near resupply fixed
- Resupply entry denial symbol now on correct side of door
- Intel can now be captured
- Unlevel floors fixed
- Fixed the floor texture above Blu resupply
Changes:
- Open-sky courtyard
- More Sniper-friendly
- Demomen and Soldiers can now explosive jump to the intelligence level through the front of the base
- Low additional wall added to intel level
Still needs:
- More health and ammo points
- Decals
- Props
- Better textures ("So it doesn't look like Counter-Strike" - J.D)
ctf_unknown_a2 changelog said:Fixes (from alpha 1)
- Added player clip to prevent roof access
- Added player clip to prevent Soldiers and Demomen from jumping over the courtyard's walls
Changes:
- Added small health and ammo boxes to the intelligence level to give Soldiers and Demomen a small incentive to explosive jump up there
- Extended the wall that separates the ground floor into two halves
- Added walls in the courtyard to provide protection from Snipers
- Added stairs leading down from the courtyard into the tunnel
- Changed tunnel texture
- Added pedestals for each team's intel
Still needs:
- Decals
- Props
- Better textures
ctf_unknown_a3 changelog said:Fixes (from alpha 2):
- Added frames around Sniper windows so they could be distinguished from a distance
- Made the roof officially accessible by Soldiers and Demomen
- Changed the location of health and ammo boxes slightly
- Increased the size of the player clip box over the base
Changes:
- Moved the resupply cabinets against the resupply walls
- Added a ledge to the front of each base -- this assists Soldiers in rocket jumping up to the roof and allows FaN Scouts to access the intel level through the front of the base if they jump up from a courtyard wall
- Added a hole in the roof to allow entry into the base from above, or exit from the intel room to the roof
- Added low walls to the roof to provide some Sniper cover or protection from other attack
- Added trim around each base's entrances and to the roof (for aesthetic appeal)
- Increased the size of the skybox
Still needs:
- Decals
- Props
- Better textures
ctf_unknown_a4 changelog said:Fixes (from alpha 3):
- Fixed spawn doors getting stuck open when someone dies there
- Fixed players getting stuck in spawn door
- Widened the ledges on the front of each base slightly so Engineers can build on them
Changes made:
- Added medium health and ammo boxes to the roof
- Pulled the trim on the roof back slightly to aid in rocket jumping up to it from the ledge on the front of the base
Still needs:
- Decals
- Props
- Better textures
Screenshots coming soon.
EDIT: 1337th post for the win!
