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Turbine redux 



Map Version: Alpha 
Type: CTF
Released: 03-12-2012 
Last Update: 04-30-2013 
stevethepocket
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Default Turbine redux

What am I doing? I think Grazr put it best: "Porting turbine to TF2 from 'fuck if i know that spytech is a sub theme'."

Turbine has been called many things, but the consensus seems to be that it's either the best CTF map in the game or the only good one, period... but only in terms of the layout. And looking back at some of the original Team Fortress maps that were adapted for this game (particularly Dustbowl and 2fort), it looks like they literally took the original map and just ran it through a very thorough artpass. So I thought, heck, Turbine is about as blocky and simplistic as a TFC map; it deserves the proper-TF2 treatment more than 2fort did!

The goal here is not just to re-detail the map but incorporate some layout improvements as necessary. I'm looking to Turbine Pro for some ideas, but I'm always looking for ideas and input. The goal, actually, is to eventually have a finished product I can pitch to Valve as an "update" in exchange for co-author credit.

EDIT - May 13, 2013
I've made a lot of changes since I first posted this, so I updated the screenshots at left. The text below is still from the first alpha; since then, I have rethemed the exteriors slightly, converted the air vents to a hallway and a series of catwalks, removed the out-of-bounds spytech hallway and turned it into an outdoor courtyard, and a few other minor changes here and there. See the changelog for full details.



First order of business: Take it outside! No self-respecting map takes place all in one building! I've been wanting to see more purely-industrial themed maps à la Hydro, and a name like "Turbine" was just begging to be used that way. Tentatively I came up with the nuclear-power-plant angle, which I'm surprised hasn't been done yet.



An early example of the scale of revisions to expect; I didn't care for the 1:2 stairs Flobster put everywhere, so I'm in the process of scaling back to 2:3 without sacrificing the feeling of bigness. In this case, I cribbed a little from the artpass map with some of Badwater's point-B flanking route thrown in.



RED base's main hallway and platform. Note the added drop-down from the air vents; I figured this would provide an easy way to counter sentry camping on the platform without adding an alternate route into the building like Turbine Pro does. I love that the dual-plug prop fit perfectly here without any tweaking.



I'm sorry, you wanted spytech? Here's your precious spytech: Outside the field of play where you can't get to it! Muahahahaha! This is visible through the door in the above screenshot and a pair of double doors just to the right of that. Not pictured: Rexy's vending machine.

Sadly, I may have to throw all of this out because I had an alternate idea that involves a huge window pane and a fenced-in courtyard. I'd also like to raise the ceiling above the hallway and put in some Mountain Lab-style catwalks, but ironically the new air vents are blocking the way.



OK, technically there's spytech in here too. As you can see, I copied Turbine Pro's rejiggered dropdown as well as expanding the capture zone to the whole area because why not. Not pictured: a pair of spotlights shining directly onto the intel stand. Everything else is very up in the air; that stairwell is still 1:2 and will need to be retooled, and the secret underground bunker under the capture area was something I did totally on a whim and may toss completely.



Mid as of today, from the other side. Since it's outside now, it took me some headscratching to figure out how to replace the eponymous turbines that block the sightline between the two main entrances. Rexy's forklift and a giant barrel in Hydro that I'd never noticed before provided the answer! Though I may remove the top barrel from the stack in the center; it seems ... off, to me.


Changelog

A1: Stuffed the original map into a hidden visgroup and rebuilt everything from scratch using the original as a template for measurements. Spawn rooms and upper hallways are temporary.

A2: Converted back sections of air vents into a hallway with an overlook, increased lighting in air vents, added some metal pickups, tweaked lighting, added spectate cameras and areaportals.

A3 (unreleased): Added areaportal windows in the main hallways to greatly reduce excessive rendering. Updated forklift models.

A4: Raised ceiling of main hallways, replaced pillars and lights. Converted front sections of air vents to a hallway, an alcove, and a catwalk. Changed sign by entry. Removed skylights above ledges. Added feedback sign.

A5: Added crates to facilitate climbing onto the platforms. Hollowed out space under platforms for storage and populated it with props. Added out-of-bounds rooms above entrance to intel room. Re-detailed booths, re-populated the balcony storage on BLU's side, added metal struts to upper hallway. Assorted minor tweaks to detailing. Addressed clipping issues raised in A4.

A6: Retooled the platforms as accessible storage space with doors, moved the crates to the attackers' side even though it's probably overkill. Fixed teleporter exploit. Added some props to the upper hallway. Retextured the BLU façade. Tweaked the lightmaps. Removed out-of-bounds spytech hallway and replaced it with courtyard.

Future: Put some actual walls around the courtyard. Replace shipping crates with trucks once I can get some.



Old 03-12-2012, 01:00 AM   #1
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This looks really great, good job!


Subjectivity: I never liked turbine because the middle is very boring and unfun to be at. My experience with turbine have been the bottom 2 doors at middles endlessly being fought at, and then the defending team slowly retaking middle from uptop. I always felt that there was never enough fighting at middle, but instead at the chokepoints. I would need to play turbine again to get a clear opinion again.

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Old 03-12-2012, 01:01 AM   #2
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Valve stacks those kegs in Hydro so you can probably get away with it; looks weird there too, though.

This is a great idea, good going imo.

Now let me download it.
 
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Old 03-12-2012, 08:48 AM   #3
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this looks nothing like turbine. That's EXCELLENT.
 
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Old 03-12-2012, 09:11 AM   #4
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Rehashing official maps: You're doing it right! Edition

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Old 03-12-2012, 09:22 AM   #5
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And this goes back to my suggestion a month or 2 ago about "retiring" maps...


... I'll accept this instead. Goodwork.

EDIT: now you got me thinking about seeing if we can get people to redo/update other older maps... fastlane, doublecross, 2fort, pipeline... "TF2 Map enhancement project"...

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Old 03-12-2012, 09:40 AM   #6
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I love the look of it and would consider playing it for a while - I'm not a huge turbine fan (ha what a pun!)

1 point and 1 question:

The outside shot with the forklift - you sould put some containers or something to break the visual line at the skybox on the right- looks kinda weird just going off like that into the sky.

The shot with the health kit and wires - is that an open vent players can use to jump down from above? If yes, I think that would be a big improvement in the overall game play of the map :-)
 
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Old 03-12-2012, 09:58 AM   #7
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Love it, but you need some non-90-degree-angles in there to break up the squareness perhaps

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Old 03-12-2012, 10:41 AM   #8
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Quote:
Originally Posted by Fr0Z3n View Post
now you got me thinking about seeing if we can get people to redo/update other older maps... fastlane, doublecross, 2fort, pipeline... "TF2 Map enhancement project"...
Since when does doublecross need the same kind of overhaul as turbine?

Also, this is fantastic. Thank you Steve.
 
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Old 03-12-2012, 10:49 AM   #9
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Quote:
I love that the dual-plug prop fit perfectly here without any tweaking.
Unless someone like me decides to point out that an outlet and wiring wouldn't be in a solid concrete support column. The building inspectors would like a word with you!

Quote:
Since it's outside now, it took me some headscratching to figure out how to replace the eponymous turbines that block the sightline between the two main entrances.
You might actually be able to keep the turbines if you (or other people) wanted them. What came to my mind was putting them on some over-sized shipping pallets or something of the sort, such that they aren't actually supposed to be outside.

Looking good though. I've always loathed Turbine and this might make me actually want to play it (if I played TF2 anymore).

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