View Full Version : ctf_truss preview - video!
hacky
12-13-2007, 02:31 PM
CTF_TRUSS CURRENT STATUS:
Last Updated: 1/20/2008
Current version - Alpha 5: http://tf2maps.net/downloads.php?do=file&id=112
Latest video preview - Alpha 5: http://www.youtube.com/watch?v=TFYK5LcZCFI
---
My current project, and first TF2 map, is a capture-the-intelligence map called ctf_truss. Since I'm not done with all the texture and lighting detail, I'm foregoing the high res screens for a video! You can get a feel for the layout more easily than in screenshots:
http://www.youtube.com/watch?v=9MAqmSAqZTI
If a picture is worth a thousand words, then a video must be...
Anyways, the layout is mostly finished, but I'm still open to all comments and criticisms. There's still a lot I need to do (like finish red's base so I can mirror it and make blu's base), but I hope the finished product becomes a great map for everyone to enjo--er, blow each other to bits on.
Update 12/16: Playtest version of the map is up! http://tf2maps.net/downloads.php?do=file&id=41
drpepper
12-13-2007, 02:50 PM
im at work, got any screenshots? :fingersx:
Intraman
12-13-2007, 03:21 PM
Wow.. that map looks very large and kinda confusing, but also really fun. Can't wait to see the finnished map.
hacky
12-13-2007, 03:51 PM
All right, you win. Screenshots.
http://mdsconsulting.biz/hacky/ctf_truss-preview00.jpg
Rear of the Red base. Spawn building to the left, intelligence building to the right.
http://mdsconsulting.biz/hacky/ctf_truss-preview02.jpg
Intel room. 2nd floor basement of the intelligence building.
http://mdsconsulting.biz/hacky/ctf_truss-preview04.jpg
Pool area.
http://mdsconsulting.biz/hacky/ctf_truss-preview07.jpg
Center bridge, River area.
hacky
12-13-2007, 05:22 PM
More screenshots:
http://mdsconsulting.biz/hacky/ctf_truss-preview13.jpg
The Red base from another vantage point.
http://mdsconsulting.biz/hacky/ctf_truss-preview09.jpg
Central building. This connects to the bridge, and is the only way for most classes to get out of the river area. (Scout can double jump to the sewer entrance, also pictured; Soldier/Demo can rocket/sticky jump around)
http://mdsconsulting.biz/hacky/ctf_truss-preview05.jpg
Tunnel areas. A small series of tunnels connects the respawn building and flag building underground.
http://mdsconsulting.biz/hacky/ctf_truss-preview01.jpg
Respawn room, first floor.
Snipergen
12-13-2007, 05:31 PM
dont make paths or holes where you have to croutch, it makes the game slower.
Apart from that, it looks huge, and the detail is better than the most custom maps but not optimal yet. I see you make some little mistakes but i cant take screenshots from the video, so im gonna wait for your beta :)
hacky
12-13-2007, 05:43 PM
dont make paths or holes where you have to croutch, it makes the game slower.
Apart from that, it looks huge, and the detail is better than the most custom maps but not optimal yet. I see you make some little mistakes but i cant take screenshots from the video, so im gonna wait for your beta :)
For the two places on the map that require crouching, I'm intending them to not be main paths at all, especially for the one above the boxes. They're more there for side access. Do you think forcing a crouch for those holes even with this intention is too much?
And I'm open to all suggestions sooner, as I'm nowhere near releasing a public beta version (playtest version is coming first, if you want to look at that). If you can describe the area where you see it (and I'm guessing it's something fairly big if you can see it in that low-res youtube video), I'll definitely look at it.
Snipergen
12-13-2007, 05:48 PM
ill try tomorrow, im almost going to bed now, just want to say your map is definaitely going the right way i think
Buster Charlie
12-13-2007, 07:00 PM
if you make someone crouch through a long area they are dead men walking. Even side ways should give you a fighting chance. If a sniper camps a 'crouch only area' then you're dead meat.
Intraman
12-13-2007, 07:08 PM
Well from the looks of it the crouch through areas exits are holes in the ceilings so I don't think you'd have to worry about camping snipers.
hacky
12-13-2007, 07:19 PM
If a sniper is guarding either of the crouch holes, then they're not being very useful snipers. There are far better places for them to be. :P
A little detail on both of the crouch holes:
- One passage between the sewer pipe and the spawn building basement requires crouching at the end. That end is hidden by props, more for use by spies or others wanting to sneak into the spawn building unnoticed.
- The other passage is a hole into the first basement floor of the flag building from underground. (pictured in one of the screenshots above) A sniper could cover this, but he could be attacked from the above floor (ground level) or someone coming in the side entrance. Either way, a sentry gun would cover it better, in which case a demoman could use that hole for grenades.
The vent from the spawn area doesn't require crouching.
hacky
12-14-2007, 10:37 PM
A few more screenshots for your perusal. I'm working on finishing the red side of the map so I can mirror it for blue, then I'll release a playtest version for you guys to run around in.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview03.jpg
Intelligence building, 1st basement floor. This is level with the underground tunnels and the spawn building basement. The intel is under this floor.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview06.jpg
Spawn building, 2nd floor. This is an intended sniper point, directly connected to the spawn room. From here, one can cover a large part of the red base and the bridge, but there are plenty of blinds spots and props/fences for cover (at least, that's the plan).
http://www.mdsconsulting.biz/hacky/ctf_truss-preview08.jpg
There's actually health and ammo in the middle of the stack of pipes, but it's a risky place to get into and out of. In the background is the upper catwalk and upper sniper station. This spot can cover the bridge and the front of both bases.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview10.jpg
Center building, 2nd floor. Players wanting to exit the river area will most likely come up through here.
lerlerson
12-15-2007, 12:41 AM
Looks really great, I like it. There was one part near the bridge where you walked across an little path near the bridge with a bunch of barriers to the left and right of the paths... I'm sure you know what I mean, those barriers are annoying, replace 'em with fences?
Either way, looks pretty awesome.
hacky
12-16-2007, 07:40 PM
Playtest version of the map is up! You can find it here: http://tf2maps.net/downloads.php?do=file&id=41
Anything at all you can say to help me improve the map, please do so. I'm all ears. More screenshots:
http://www.mdsconsulting.biz/hacky/ctf_truss-preview14.jpg
The blue base! Outside the intel building.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview15.jpg
More blue base: Outside the spawn building.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview16.jpg
Blue base, spawn building basement.
lerlerson
12-18-2007, 04:32 AM
Alright, first impressions time:
Wow, awesome map. It can be very confusing (ran around the map for ten minutes by myself, still don't know my way around) but it looks like it'll actually require a Team Effort to get the job done. I do, however, have some suggestions:
3D Skybox. There are parts where I can look over the fence and see the bottomless sky, and it looks bad. The wall and fence should be changed somewhat too, to allow the viewing of the Skybox. This is important.
The Intelligence building, behind it put a... something that an Engineer can build a dispenser on, jump on, and jump and build a teleporter on top of the Intel building. Means that not only Spys can take out Sentries.
Either way, this looks like it's gonna be really fun! But the water looks weird.
hacky
12-18-2007, 01:59 PM
From playtesting, these are some things that will be changing before alpha 2 can be released:
- Greatly reducing playable area: Pool areas, central building, sewers are being cut off. The path behind the intel building and that ledge will be cut off up to the spawn building.
- The fence that separates the front of the spawn building from the back will be moved to allow movement along the side of the building.
- The ramp and ledge behind the spawn building will be extended to the entire back of the building.
- The water will kill on contact. There will no longer be any way to leave the river, and there will be signs and guardrails to convey the message that the water is dangerous.
- A lot of the rooms will be more open with less blocking props.
- The crouch hole into the intel building basement will become a proper door.
- Respawn room is being rearranged, all spawn points will now be facing an outside exit. A door is also being added from the spawn room to outside the front of the spawn building.
- Many, many arrows will be added to assist players in learning the map quickly.
Things to do before final release, not in high priority for alpha 2:
- 3D skybox :)
- Improve overall lighting
hacky
01-02-2008, 02:57 AM
Finally updating to version Alpha 2!
The first playtest version was not fun to play at all. The map really was too big, and half the people got lost due to the way I had arranged spawns and the doors. With this in mind, I'm hoping that the flow has greatly improved in this version of the map.
You can download the map here:
http://mdsconsulting.biz/hacky/ctf_truss_a2.bsp
And of course, you can see the new preview video here:
http://www.youtube.com/watch?v=JpeDJbQRtoI
Major changes from the playtest version:
- Center building, sewers, pool areas have been removed.
- The river is now made of deadly sludge. Mind the signs.
- Respawn room rearranged, both floor's main doors lead outside now.
- Basement Floor 1 of the intel building has been redone, it's not nearly as cramped with props as before.
- That silly crouch hole underground is now a proper door.
- All lighting replaced.
- Basic 3d skybox added. Will refine it in the future so it doesn't look like I made it in 30 seconds.
Screenshots highlighting new things:
http://mdsconsulting.biz/hacky/ctf_truss-preview17.jpg
Those ugly pipes in the middle of the bridge have been replaced by a tollbooth. A medkit and ammo kit are inside.
http://mdsconsulting.biz/hacky/ctf_truss-preview18.jpg
Rear of red base. The pool area has been removed, the entire remaining area is more enclosed.
http://mdsconsulting.biz/hacky/ctf_truss-preview19.jpg
Front of blue base. The new respawn room door leads directly to the outside.
hacky
01-04-2008, 05:15 PM
If any of you can run around the map for a bit and give me feedback, I'd greatly appreciate it. It's kinda lonely with me just posting screenshots. But anyways...
Playtesting on Alpha 2 has a lot more positive feedback. I'm going to release Alpha 3 with some more layout changes, focusing on the intel rooms and underground areas, as well as implementing some changes for gameplay reasons. The screenshots below show some of the changes made based on feedback during playtesting, but other things I plan to do are as follows:
- Light up dark corners.
- Convert the tape reel room into something better.
- Connect the conference room directly into the intel room. This will reduce the amount of "underground tunnel" area by about half.
- Make the water non-toxic again, provide a way out.
- Add more mid/large health and ammo around the map.
- Remove extraneous blocking props (i.e. too many rocks)
- Add more cubemaps.
- Improve skybox and surrounding terrain.
As always, looking forward to hearing feedback from everyone.
http://mdsconsulting.biz/hacky/ctf_truss-preview20.jpg
Lights are being added to all the very dark corners.
http://mdsconsulting.biz/hacky/ctf_truss-preview21.jpg
Tape reel room was deemed unpopular, converted into a catwalk above the intel room.
http://mdsconsulting.biz/hacky/ctf_truss-preview22.jpg
The water has been cleaned up--it's no longer toxic. A new set of catwalks for those who fall into the water.
hacky
01-05-2008, 07:13 PM
Quick update: Alpha 3 is released: http://tf2maps.net/downloads.php?do=file&id=82
Besides most of the above changes, more arrows and directional signs have been added. I think for the most part the layout is finalized, and I can move on to beta stage: detailing the map further in preparation for release. But I still have to run Alpha 3 through testing.
Intraman
01-05-2008, 07:47 PM
I have to say, the catwalk looks alittle weird with those stairs. Perhaps instead of the catwalk you could just have an belcony-like area.
hacky
01-12-2008, 04:02 AM
Major update: Alpha 4 - http://tf2maps.net/downloads.php?do=file&id=91
- Obstructive props in the intel room have been moved to decorative rooms.
- 2nd floor respawn rooms redirected to a new exit instead of directly to the 2nd floor catwalk.
- Bridge area tweaked to be more valuable to hold.
- Props added to prevent spies from spawncamping the main spawn exit... well, they still can, but the other side has more of a chance. :)
- Conference room divided into two: half is now a decorative room.
- Doors becoming stuck bug is fixed. (I hope...)
- Intel room catwalk textures modified, becuase it turns out rocket/sticky splash damage goes through grating textures.
I think this build is very close to a final layout. If this is the case, the next version will be a public release beta after I go through the entire map and polish it to a mirror shine.
And more screenshots and a preview video are pending playtesting - action shots are more fun. :)
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a4-00.jpg
Map intro camera's view of the bridge.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a4-01.jpg
This version's signature. If you look carefully, each alpha version has one.
hacky
01-17-2008, 08:09 AM
I think I will release another alpha before polishing and getting ready for a full-on public beta. Quite a few balance tweaks are going into the next version:
- The map now utilizes a slight fog, HDR lighting, and better water LOD control.
- Additional trusswork added to the bridge. The newly-formed middle level has small health and ammo packs, and a small bit of cover from enemy fire. Players can still run along the top of the trusswork like before. This also makes a certain jump possible.
- Tiling added to the spawn room's lower floor to more easily differentiate between spawning there and spawning in the upper floor.
- Playerclips added for the fences outside spawn. (full playerclipping of the map will be done before beta)
- Missing playerclips above the front of both bases fixed.
- Healthpacks in the bridge tollbooth toned down to medium. Many healthpacks scattered around the bases toned down or removed.
- New resupply room added to each team's intel room, replacing the health and ammo packs.
- Additional signs added to important places that were missing signs, i.e. first floor of the spawn building.
- Added several walls to the intel room's catwalks, to limit certain lines of sight and movement paths, and also to limit the movement of players falling though the missile bay doors.
I still want more playtesting and player feedback on Alpha 4 before I can finalize all the changes I want to make before Alpha 5, so expect a map release in the near future.
Voztron
01-17-2008, 05:28 PM
I really like this map, I had a run around the other night.
Just a few suggestions. The Catwalks in the sewer area seem to cluttered and overly complicated, maybe you can clean these up a bit and make the fit a but more my adding support beams to hole the catwalks up. I just think there is plenty of potential to improve this area.
Also the I am not a fan of the way you have implemented the tunnel system, the placement of the rock formations don't look natural and don't work with the idea that someone has cut out a tunnel system. Maybe rework the entrances from the sewers make it more cluttered with man made objects of you are worred about snipers.
hacky
01-20-2008, 06:00 AM
I really like this map, I had a run around the other night.
Just a few suggestions. The Catwalks in the sewer area seem to cluttered and overly complicated, maybe you can clean these up a bit and make the fit a but more my adding support beams to hole the catwalks up. I just think there is plenty of potential to improve this area.
Also the I am not a fan of the way you have implemented the tunnel system, the placement of the rock formations don't look natural and don't work with the idea that someone has cut out a tunnel system. Maybe rework the entrances from the sewers make it more cluttered with man made objects of you are worred about snipers.
Just making sure, are the "catwalks in the sewer area" the ones under the bridge in the current version? I admit they were too complicated in _a3, and they've improved greatly in _a4.
And I was never really happy with the way the tunnel turned out. But that wasn't the main reason why in _a5 that entire underground tunnel area is now blocked off.
---
I've been working the past few days on readying Alpha 5 for release, but I still have more work to do. In the meantime, here are some screenshots of some of the updates.
http://mdsconsulting.biz/hacky/ctf_truss-preview-a5-00.jpg
Retextured the trusses, and added another level of truss to the top of the bridge.
http://mdsconsulting.biz/hacky/ctf_truss-preview-a5-01.jpg
Intelligence catwalks changed into a balcony level. Behind the camera is a new Blue team resupply room.
http://mdsconsulting.biz/hacky/ctf_truss-preview-a5-02.jpg
The entrances to the underground are now blocked off, and in its place is a new way out of the river (or across it if you really need have to avoid the bridge).
http://mdsconsulting.biz/hacky/ctf_truss-preview-a5-03.jpg
The bases' 2nd floors now have the sniper deck partially walled off to protect the spawn exit. There is also a new door in the back of the room to make using the upper catwalk easier to discover and use.
hacky
01-20-2008, 03:20 PM
Alpha 5 is released: http://tf2maps.net/downloads.php?do=file&id=112
Sorta comprehensive changelog from A4: (most of this is copy/paste from above, bolded new things)
- The map now utilizes a slight fog, HDR lighting, and better water LOD control.
- 25 minute timer added to the map. The game automatically ends after the timer runs out: the winner is the team with more captures. (stalemate/SD on tie)
- The underground tunnel area has been cut off from gameplay. It has been replaced by a set of platforms spanning the river under the upper catwalk. This new path is also another way to exit the river.- Additional trusswork added to the bridge. The newly-formed middle level has small health and ammo packs, and a small bit of cover from enemy fire. Players can still run along the top of the trusswork like before. This also makes a certain jump possible.
- Tiling added to the spawn room's lower floor to more easily differentiate between spawning there and spawning in the upper floor.
- Playerclips added for the fences outside spawn. (full playerclipping of the map will be done before beta)
- Missing playerclips above the front of both bases fixed.
- Healthpacks in the bridge tollbooth toned down to medium. Many healthpacks scattered around the bases toned down or removed.
- New resupply room added to each team's intel room, replacing the health and ammo packs.
- Additional signs added to important places that were missing signs, i.e. first floor of the spawn building.
- Added several walls to the intel room's catwalks, to limit certain lines of sight and movement paths, and also to limit the movement of players falling though the missile bay doors.
- Custom floor sign textures have been added in an attempt to help people get their bearings around the map more quickly.
- A new door has been added to the back side of the bases' 2F to help people find the upper catwalk path more quickly.
Voztron
01-20-2008, 08:13 PM
Looking fantastic!
I am at work so I haven't had a run through but it does look very promising. I like the change list!
Intelligence catwalks changed into a balcony level. Looking sharp! However I am not too sure about the "cage" walls in that screen shot. Them seem very out of place. Maybe a computer mainframe or something itel like might look better there?
I will let you know how it plays tonight.
hacky
01-21-2008, 01:57 AM
Some action screenshots! These were taken on the [IAM-clan.com] - Proving Grounds |CUSTOM| server. A big thanks to [I AM] ThatGuy for help with getting _a5 version playtesting started.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-04.jpg
The top level of the bridge is above the main sniper deck's line of sight, so it looks to be a popular vantage to attack from.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-05.jpg
Yes, the sniper deck is next to the resupply room, but it's not as if it's completely protected. Also, the custom floor signs are visible here.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-06.jpg
Sneaky sniper trying to hide behind the main door.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-07.jpg
First floor respawn room. The tiled floor is not on the 2nd floor respawn.
hacky
01-21-2008, 02:00 AM
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-08.jpg
The box behind this fence became a popular spot for sentries. It's not completely safe though: the 2nd floor catwalk is out of range.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-09.jpg
Blue base B1: the underground area is still visible but unreachable.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-10.jpg
Wave goodbye to your head, wanker.
hacky
01-21-2008, 02:14 AM
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-11.jpg
Trying to suppress Blue reinforcements. If you're curious, splash damage and bullets do not go through those chain link fences.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-12.jpg
More action in front of the bridge.
http://www.mdsconsulting.biz/hacky/ctf_truss-preview-a5-13.jpg
The action's all about the bridge. :)
If playtesting continues at this pace, and the map looks to be just about finished layout-wise, I may just do a limited beta test after polishing and finalize the map for full release. But there's still stuff to do:
- Lighting in some of the tunnels and red's main entrance are dark due to envrionmental lighting. Need to go through the map and make sure lighting is fairly consistent.
- Some textures are misaligned and are causing lightmap quirks, need to do a throrough check of textures.
- Go through the map, add details (props, making more stylized platforms in the courtyard, etc.)
- Make the skybox not look like it was made in 30 seconds.
- Possibly improve the custom floor signs.
- Add a map of the level in the level objective intro screen.
- Add custom objective text.
jakeparlay
01-21-2008, 07:29 AM
had a great time playing truss last night on IAM. the map has plenty of head on head meat-grindy action (always a big hit with joe pubber), but also has some nice flanking and sneaky routes.
FPS is surprisingly good with an expansive middle area, filled with water nonetheless.
great job
Voztron
01-21-2008, 06:32 PM
This map is kick arse. It is starting to look really good!
hacky
01-21-2008, 06:57 PM
Thanks for the feedback, guys. I'll be polishing the map in the next week while I continue to playtest and make sure the map works fine.
Already found a bug. :)
Additions to the To-do list for Beta 1:
- Change SetStalemateOnTimeLimit to 0. (currently, the map changes abruptly on map time limit, making the in-game timer pretty useless)
- Playerclip the top of the missiles in the intel room for easier movement.
- Add a no-build zone to the intel resupply rooms.
hacky
01-21-2008, 08:48 PM
New video. :)
http://www.youtube.com/watch?v=TFYK5LcZCFI
rasnarok
01-22-2008, 05:09 AM
The map looks very large and complicated, would be fun to play with alot of people though.
Voztron
01-22-2008, 07:16 PM
The map is not large at all. Download it and give it a go. It is great fun, trying to get my local ISP to host it on one of their many custom servers :D
hacky
01-22-2008, 09:09 PM
The map is not large at all. Download it and give it a go. It is great fun, trying to get my local ISP to host it on one of their many custom servers :D
Cool. I'd recommend you wait for at least the next version to do that, especially if they take a long time to change/update maps. There are a few issues that need fixing in _a5. The next version will be a full public beta, and I will be posting the map in other venues besides here at tf2maps.
Voztron
01-23-2008, 06:25 PM
Ok mate no worries. There is a few maps I think would go well in their rather bleek rotation, I will have to pimp a few TF2 Maps at once.
hacky
01-25-2008, 07:07 AM
Beta 1 version released: http://tf2maps.net/downloads.php?do=file&id=119
Changes:
- First open beta build.
- Round timer changed to 20 minutes.
- Fixed map time superseding round timer.
- Added a route for non-super-jumping classes to climb onto the cargo
containers in the center.
- Modified both bases' courtyards to be slightly more open.
- Various texture adjustments and improvements throughout the map.
- Small player clip added to the top of the rockets to prevent players from
getting caught.
- Catwalk skybox supports remade to draw players' attention to its existence.
- Engineers can no longer build in the intel room resupply rooms.
http://tf2maps.net/downloads/ctf_truss-preview-b1-00_qw0.jpg
http://tf2maps.net/downloads/ctf_truss-preview-b1-01_RMu.jpg
http://tf2maps.net/downloads/ctf_truss-preview-b1-02_nc8.jpg
http://tf2maps.net/downloads/ctf_truss-preview-b1-03_jE6.jpg
looks really nice, fits together really good
hacky
01-25-2008, 07:36 AM
Thank you for the positive comments. :)
I've just finished posting the map to FPSBanana and the Steam Forums. If you've tried the map and want to give it a good word, your support is always appreciated. :D
http://www.fpsbanana.com/maps/44473
http://forums.steampowered.com/forums/showthread.php?t=647140
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