View Full Version : Decker
This is my take on 2Fort.
The Blue Team suspects that the Red team has been poaching Blue Tuna in Blue Waters. The Red Team claims it's fishing Red Snapper in Red Waters. As a result the Blue team has docked its aircraft carrier at the Red Teams cannary to "investigate".
Only one way to settle this... "History is written by the victors!"
ctf_decker_rc1 1st Release Candidate
ctf_decker_b16 5th BETA RELEASE
ctf_decker_b14 4th BETA RELEASE
ctf_decker_b13a 3rd BETA RELEASE
ctf_decker_b9 2nd BETA RELEASE
Ctf_Deckerb1 1st BETA RELEASE
More screenshots of older releases: http://www.vigville.com/wip/ctf_decker/
03-27-2009, 07:10 PM
This thread might interest you.
Oh hey look at that, ha! Well now its an official thread of its own, I'll keep posting the updates here until its done.
04-01-2009, 02:22 PM
We run this map on our server. It didn't get a whole lot of play during out last play test but it seems like it has some potential.
04-01-2009, 02:47 PM
Awesome! However, keep in mind when making new models that the model itself doesn't have to be that cartoony, just slightly simplified.
04-07-2009, 05:46 PM
F*cking brilliant. Two very different environments in one map, there's no mistaking where you are at any time, and it all hangs together logically (in the cartoon universe of TF2, that is).
The anal retentive in me feels the need to point out that, in our universe, aircraft carriers don't carry big guns like that, but hey, maybe in the TF2 universe they do. Still f'ing brilliant.
04-07-2009, 05:55 PM
Nice, I'm gonna rtv this one tonight until I getta play :)
I agree, the models are a bit over the top cartoony for tf2, but they are awesome never the less.
I remeber you from polycount Vig. haven't been there much lately myself but I remember when you made that robot avatar. It's pretty cool too.
I'm in the process of reworking some of the hallways so they are a little less chaotic.
Which props do you guys think are a bit too cartoony?
The F4u and Moto-Tug (http://www.tamiya.com/english/products/61085f4u_mototug/f4u_mototug.htm) where modeled off machines that where actually in service (http://www.vigville.com/wip/ctf_decker/ref/images/ctf_DeckerRef_0041.jpg).
The ship's funnel and bridge where inspired by this painting (http://www.vigville.com/wip/ctf_decker/ref/images/ctf_DeckerRef_0037.jpg) and the USS Oriskany (http://en.wikipedia.org/wiki/USS_Oriskany_(CV-34)).
The sub was modeled off the 1950's version of the Alvin Sub (http://www.onr.navy.mil/media/releases/image_gallery/images/alvin_out2.jpg).
04-08-2009, 03:16 PM
Gotta play it last night, maybe 12v12.
Was pretty fun, somewhat confusing at first. Took me awhile to realize I could jump down and the intel was at the bottom. Would get lost in the bases some.
Hard to say much for a couple quick rounds. Might be good to simplify or get rid of a few paths. Seemed like alot of the time I was wandering around and there was nobody else anywhere.
It really needs more health. I only found a couple packs. One I could refind (front door of base), the other I just stumbled across (by some stairs).
I think the tugboat is probably the item that stands out to me the most as cartoony. But maybe I just haven't seen one like that before. After actually going in game and seing the models I didn't think the planes were as cartoony as I had remembered, and all the ship parts look pretty good.
I got some time to make some of the changes I've been itching to make.
Thanks for the great feedback and help testing!
07-03-2009, 03:17 AM
I really like the look and the working of this map, however I don't really agree with your decision of making it nighttime. I thought the light really showed how original and interesting this map was very well, while darkness shrouds all of that a little now. Just because you can doesn't mean you should :p
Yep I agree. I'll be switching to more of a sunset/dusk setting next time. The lighting just isn't dramatic any more. But people seem to like the flow a lot better.
07-07-2009, 10:10 AM
Played this map last night. It plays really nice. It is still a little confusing when you first start but it doesn't take too long to figure out. We didn't have a ton of people around so it is tough to give it a proper review but I liked it and it got a decent rating.
i love a great ctf and this looks like it could be one of those. i would suggest submitting it to one of our gamedays in the events forum for testing.
Thanks guys. I'll have to camp the events threads, the last few times I checked they closed faster then I could submit. Just goes to show how valuable quality play testing is.
It's popped up in a few places.
(if posting other servers against the rules I apologize and please remove it or ask me to).
Play Test Dates:
Host: caffeinePowered TF Tuesday
Date: 07/07/09 Tues 6:00pm PST
Host: CGTalk's Weekly TF2
Date: 07/08/09 Wed 6:00pm PST
Date: If an admin is on they're normally open to calling a vote and switching.
Thanks everyone for the awesome feedback, very valuable to hear the gut reactions after becoming numb to some of it.
I'll take any and all criticism you can toss my way. Don't worry about hurting my feelings. If it doesn't get torn down then I can't build it back up stronger then ever.
Intel Room Changes:
- Add stairs to intel room.
- Move sub in the intel room to out of bounds area.
- Smooth out the clipping on the props on the 2nd floor of the intel room. (People seem to get caught when circling the floor while looking down.)
- Add second ground floor entrance to the intel room.
Spawn Room Changes:
- Remove the hallway bump/cut out that has health and a hatch. (near mess hall spawn)
- Flip and straighten out the center "mess hall" spawn room(s) so it feeds into the map in a more natural direction.
- Turn up lighting in key areas to help guide players to doors and exits, especially in the water exit rooms.
Lift Area and Water Area Changes:
- Lights and signs to guide players out of the water.
- Lift room has a doorway that looks like you can walk through, but is blocked. Either allow access or block it visually.
- The lower bridge doesn't extend far enough to the red side, people fall through the hole.
- Finish off WIP props and create the new Red base canary props and textures.
- Finish detailing both bases, props, overlays detail brushes ect...
- Less intel signs, more resupply signs.
I'll watch the HLTV recording and see if there is anything I missed. Thanks for all the help and thanks for the honest feedback.
I implemented most of the changes added a lot of detail and optimized the map. It's ready for one more round of play testing before final release.
Any suggestions and comments are always welcome.
/steals custom content
This map looks amazing, I really hope you get a server for it soon!
09-30-2009, 08:27 AM
Of all the maps to start BLU team in a boat, this is my favorite BLU boat. It looks fantastic, man!
I wanna run through this sometime - and I'll post more then - but for now, are those vents in the third screen supposed to be open-ended like that? Their backfacing doesn't draw, but I guess you know.
09-30-2009, 11:22 PM
fail pakrat is fail, or maybe decompiling pakratted maps is fail, I wanted to see if the models came through w/out tf2, but half the map is error textures, or error props haha
Tapp, I'll take that as a complement ya thief! ha! Thanks =P
Ulf, yep there are a handful of misc little bugs like that, they're left over bugs from flipping the blue base. Just need to flip the props again or add $nocull to the vmt's...
Abs, Heh yea well you probably want to use another program besides pakrat to rip the models out. I will be releasing the models officially as a separate pack when the map releases. If you do succeed in getting the models out I ask that you not use them in any released maps until I release this one.
The map plays fine un-edited, you might want to re-download it before resuming your efforts =P
10-02-2009, 09:05 PM
This map was great fun for gameday. A few things were bugging me, though. For one, the resupply leading down to the intelligence is fairly exposed and isn't clear where the barrier is. I tried to set up a sentry there and was unsure as to why I couldn't. Also, there are a lot of signs pointing to the intelligence. It got very confusing trying to learn the map with so many paths that were very unclear as to how far they were from the intelligence. It is a little difficult to tell where you're going without them, but I feel there are just too many.
That drove a few people nuts. I moved the boundary to the bottom of the stairs, fixed a few textures, swapped out the last few remaining blue props and textures that where still in the red base. Recompiled with per vertex lighting on props, and added a bunch of misc details as well as fixing a few clipping issues.
Just a few more props to create and some detail to add and I think it's ready for a final release.
The Political Gamer
10-08-2009, 04:23 PM
I love the custom props in this map.
Just when you thought it was dead... Its time to dust this off and get crackin again. I had a few other projects that overtook this one but I'm back on it and oh so close to wrapping it up...
Easing back into it with a texture for some older props
A lot of lighting and detail tweaks
More screens: http://www.vigville.com/wip/ctf_decker/
I'm not sure how it will look on other monitors? I darkened up quite a few areas.
I'm calling the blue base finished unless someone reports some wonkiness or has a great suggestion. Which leaves:
- Lighting in the red base
- Middle bridge prop and materials
- Misc fish related props (stacks of cans, pallets of fish, nets)
- Misc farm related props placed
I'll post a download link after I get home from work.
I'll also look into getting it up on a few servers and post dates and times when I know more.
12-30-2009, 12:49 PM
Oh my god! It's alive!
12-30-2009, 12:55 PM
i really really dig all the custom props you made for the map, however i absolutely don't like the blueish lighting on the blue side - i mean it scream everything's but discreet, if you know what i mean. i think you should make it a lot more subtle - a lot !
but hats off for all your extra hard work on the custom stuff :)
Well... all the lights are the default color I only changed the fall off values. Maybe the wall textures are too blue and I should tone them down?
12-30-2009, 01:26 PM
well, as far as i can tell, the wall,s floors and ceilings are all in a blue shade range which makes it that much "into the face blue".
while this is only the fastest screen i found from hydro it kinda shows what i mean.
it has lots of blues but not from top to bottom walls, just some minor cuts here and there in your map will really sell this - i mean you already have the blue arrows, a half-heigt blue striped texture on the walls would be just about enough to show "right here, is where blue's home is".
it's totally clear what you tried to do - the total distinction between the two groups i just think with a little subtle tone in it - this will be really epic.
and i hope this doesn't sound too harsh, lately i've found myself struggling with the way my crits sound - guess this is me fighting with the language barrier. so don't be offended if i sound to sour :D
12-30-2009, 01:27 PM
It's not supposed to be discreet. It's an aircraft carrier, not a secret farm base.
12-30-2009, 01:37 PM
it's not the stuff itself, that i mean to be discreet - it's the colors.
a tad more like here:
note: this it not how i'd want it to look like. just a bit more diversity in texture color for the walls and the floor would be good, in my opinion.
12-30-2009, 01:50 PM
Looks Really good. Glad to see that you're back working on it again :)
Acumen, not harsh at all. Some people might be too sensitive to something they are deeply connected to, it happens... I'm pretty dead inside when it comes to getting all worked up about crits, besides they're almost always helpful.
Hopefully I won't sound too defensive when I explain why.
I see what you're talking about, I'll probably desaturate the maintenance area walls a bit it is coming off a bit blue, I originally wanted it a cool military gray color and it might have gotten away from that. Blue walls, floor and ceiling might be overkill, heh.
I have that color scheme in your paint over in the upper "civilized levels" which I haven't taken pics of yet... opps. I wanted the maintenance areas to look very undecorated and more utilitarian so I went with the same metal I used on the outside. Also trying to keep the number of custom textures to a min for ease of download...
Thanks for the crits they're really helpful!
12-30-2009, 03:52 PM
This is looking truly exceptional. Excellent work. :)
One minor nitpick: in this image, the phrase should be "shoddy workmanship" rather than "shotty workmanship." Unless you were going for a pun of course.
I'll go with what makes me look clever instead of a dumbass. :facepalm:
Thanks for catching that, I'll fix it =P
12-30-2009, 05:45 PM
It's quite a shocking error.
12-30-2009, 05:52 PM
Ha! ok... fixed it and added some other game play related props along with some other misc details and bug fixes. I didn't adjust the blue base metal materials yet, but I'll get to it soon.
Last beta release so get out the nit picky critique finders and post anything and everything that bugs you!
I set up a dedicated server (IP: 22.214.171.124:27015) while I test the map this week. I'll leave the sever up until 1/08/10
You can connect and download the map automatically, without having to manually download and install anything.
01-05-2010, 12:09 PM
Gave your server a visit and nabbed a few screenshots. EDIT: Oh yeah - we bumped into each other, didn't we?
First off - your props are sooooo daaaaaaamn gooooooooooooood. :O
You get so much mileage out of each one but none of them ever wind up feeling overused. Amazing!
Anyway - just a few things to note:
Unfinished model with no collisions (but you probably knew that)
You can camp inside it:
Is this how you wanted the hazard tape aligned? (same on blu side):
This wall bracing prop seems misaligned (the others were all good):
Sticking a bit out from the wall:
Really awesome stuff - I would loooooooove to make use of your tugboat model. :)
Heh, yep we did run into each other, you shot me so hard it knocked me off the server!
Awesome feedback, thanks! I knew about the pallet of fish, I accidentally left it in when I compiled the last time. But didn't know about the other stuff, great finds thanks!
First Release Candidate!
If all goes well and no one finds any bugs, lameness or has any awesome suggestions then this will be the final version of the map.
Download and unzip the file to your "\tf\maps\" folder.
Normally found in: \Program Files\Steam\steamapps\YourSteamName\team fortress 2\tf\maps
List of changes:
Added a lot of new props.
Finished detailing both bases.
Countless collision meshes created...
The Political Gamer
07-09-2010, 10:00 AM
Any chance some of these props will see a public release? I mean they are down right gorgeous. (Same goes to the map to) :P
Yep, I've been working on a props pack just for mapping.
Each prop will have:
The compiled models and materials. Drop the folders and start placing props in hammer.
The source files for all meshes and materials, such as Photoshop PSD material files, OBJ mesh files including collision and alternate versions such as sky and world props.
The source files will come in handy for anyone wanting to fit some of the props specifically to their map. Some of the props are built specifically for my map but with a little editing to the source files they can be changed to fit just about any map.
I'm actually more excited to see what people will do with the props ha ha ha!
Props get used in some very interesting ways...
The Political Gamer
07-09-2010, 10:16 AM
Sounds awesome! Got a eta on the prop pack?
I'm about 60% through gathering up all the files and making sure their parts are labeled logically and everything works as it should. I plan to release them at the same time so probably a week or two, depending on any giant bugs popping up.
07-10-2010, 03:50 PM
How did I never see this map? I even had one of the betas on my old hard drive, but I guess I never played it (although way, way many of the textures are broken on that version so maybe that's why...) Anyway, aside from being absolutely in love with your custom models, here's what I noticed:
Lots of things going on in this one screenshot:
The water texture probably should be scaled up.
There's a visible seam between what I assume is the 3D skybox water and the regular water.
(Not pictured) The edge of the water is plainly visible. Your skybox already has a nice fade between the actual sky and the bottom half; try extending the water out even more and then adding a fog_controller that turns far-away items the color of the skybox's bottom half. Others may have better suggestions but that's what I can think of off the top of my head.
There's a random floating life ring in the middle of this.
Falling off the decks above or the bridge below does not make you fall into the water, but instead into some weird, complex playerclipping that has no logical connection to the physical objects that are there. I suggest reducing this to just the playerclip wall keeping them from jumping over the truck/airplanes (all the way across), letting them fall into the water, adding a ramp or pile of debris to get onto the lower bridge, and putting a row of buoys (as seen in the Swamp Pack) across where the playerclip wall is at water level.
Is that tiny tugboat meant to be in the skybox, or is it a toy? OH WAIT! I see what happened; that was supposed to be the real tugboat, and that's why the clipping is messed up and the life ring is just floating there, right? Then just fix that and everything should be fine.
A few things here:
The red version is missing its texture, at least in my copy.
Both versions are still the wrong size for the hallway (are the holes meant to be for the pipes and stuff to go through?)
Both versions are non-solid. Very weird.
The wall with the speaker box leaves a very narrow gap for players to get through, or would if the prop were solid. (Right-sizing the prop should fix that though.)
The interior of the ship is still too dark and too blue. Consider increasing the light levels on your lights, and tinting them a bit yellowish: yellow and blue are complementary colors, so this should balance out the blue reflected light, as well as add to the realism since incandescent lights IRL are yellowish.
None of your stairs seem to be playerclipped. It's customary to put a ramp of playerclipping on stairs to avoid the jittery movement.
woa... where you playing rc1? A lot of that looks like an older version, the hull of the ship in the skybox is strangely dark in the top shop which I think was b14?
Or maybe you extracted some props from the old map and they're sitting around in a folder superseding the models included in the bsp? There hasn't been a skybox version of the tug boat for the last couple of beta releases so there isn't one in the rc1 .bsp file.
The red conduit pipe in the second shot is missing its texture. It's had a blue and a red version for 2 beta releases. The white was a place holder texture from quite a while ago.
The lights in both bases have been pure white for the last two releases.
I'll be sure to ramp the stairs with a player clip good idea!
07-11-2010, 12:22 PM
Well, I don't know what went wrong. I have an older version of Decker in my maps folder, but I swear I never extracted anything from it. I deleted it, and the map looks fine now, although I don't know if it's from that or the fact that I also extracted all the props and materials into my /tf/ folder to play around with them. I ... don't particularly feel like removing them just to check this. But unless someone else has problems, I'll assume whatever went wrong is just on my machine (the beta version had tons of missing textures too).
So strike everything from my last post except the part about lighting, the metal frames needing to be solid, the scale of the water, and the horizon. Also, in the RED intel room, the light fixture on the wall is blue instead of orange.
Everything else looks amazing, by the way, especially the models. You and Acumen ought to team up and make a Marine Pack.
07-16-2010, 02:51 PM
awesome work dude
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