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View Full Version : Phlorph house map?


coll9947
January 13th, 2008, 07:47 AM
Hey guys, I was thinking Phlorph should have its own map. I've made maps for just about every FPS since Duke3D, most notably for the Weapons Factory mod for the original Unreal Tournament. I spent a lot of time studying 3D modelling and design while in college, but when I saw people a million times better than me BEGGING for work, I changed my major. Anyway, I think it would be dope if we all had some input on it.

Outdoor map? Indoor? Game type? I have a very high standard for quality, and I am going to try to keep the map the same feel and character as the other TF2 maps, using a lot of stock textures, but I want to put Phlorph's twist on it. TF2 goes to Mars? TF2 goes to the moon? I dunno, ideas?

FYI, I dropped out of art school and now I'm in welding school.

Mephisto
January 13th, 2008, 10:38 AM
Well how about first we decide what style map (ctf? cp? hydro style? dustbowl style? something weird?)

I used to mess around with VALVe's Hammer editor and make my own maps (more like arena type symmetrical maps) for CS 1.6.

-={ICE}=- AnikF2
January 13th, 2008, 11:25 AM
i can make a room . . . 1 big room . . . and yeah . . . we could use that . . . or if someone can maybe make 2 or 3 rooms together with like hallways or joined together by other rooms . . that'd be cool :D

Worry
January 13th, 2008, 01:05 PM
That would be really cool of you.

Must give that some thought. I have been saying since day one that I wish they had made 'The Rock' (map seperated by water, grab the key, release the gas) when they made TF2. It was quite unique.
Unfortunately, that uniqueness may make it unmakable without significant programming.
Perhaps a combo of that and a traditional cap the intel would work.

Another idea, something that has the look of the underground portion of Episode2 (assuming you can use the textures from that in TF2). The high cavern ceilings would still allow for rj's etc. and some portions of that also had underground buildings so the look would vary across the map. It could be cap or capture.

[BDB] Monster Rain
January 13th, 2008, 03:51 PM
The rock fucking ruled! It was my favorite map in TF Classic.

I think the map should resemble a penis. Each team starts on one of the testicles, and tries to capture points by traveling up the shaft and making it to the final cap point at the tip.

Or, it could resemble a vagina. Each team starts on opposing labia majora, and attempts to capture the flag from the clitoris.

The map textures should also stay true to the theme.

[BDB] Puppy Stomper
January 13th, 2008, 04:02 PM
I think you should make it an indoor map. and make it so the gravity draw changes at each floor/wall/ceiling. make it like the staircases in the labyrinth.

=)

[BDB] Puppy Stomper
January 14th, 2008, 04:16 PM
Here's a stab at a map layout. I thought it'd be cool to have it a combined outdoor/cave setting with some multi level buildings.

(I know dick about programming, so I'm sure anything I suggest is way too complex).

I thought the basic concept would be to have a combined CTF/CTRL point map. At each team's second control point, there will be a flag of their color. In order to gain control of the central point, the red team will have to first, bypass the point and make an attempt to capture the blue team's flag. (they will have to run it back to their first control point). From then on out, the general game is to capture all remaining points.

First CP = Ground floor - Adjacent from the spawn point (Down a long hallway)
Second CP = Second Floor
Third CP = Underground at central building.
Fourth CP = Second floor of opposing team's bldg
Fifth point = Ground floor - adjacent from opposing team's spawn point

We could add some other features to keep the line of sight obstructed in areas, as a way to stop this from being a snipe-fest. Maybe some trees, or if it were an industrial setting, the standard train car works too. The building interiors could be simple, or complex with a few staircases and engineer stations.

Just a thought.

SATAn
January 14th, 2008, 10:26 PM
could you add breakaway parts of the map like in warpath? a way to breach the other teams point or base giving your team the advantage?

Mephisto
January 14th, 2008, 11:04 PM
could you add breakaway parts of the map like in warpath? a way to breach the other teams point or base giving your team the advantage?

Thats really easy to do... just have cut a wall into pieces and change their properties through a small menu... well the cutting a wall into pieces part might cause a little bit of trouble (cause you have to model every side of the pieces.. but i do believe there is a tool for that... or you can do it the cheap way like i used to do and make it all go at once

TrashedDT
January 15th, 2008, 02:28 PM
I like the concept of reverse flag capture. I've played on one before, but it was way too complex so everyone get lost. The important thing to remember is not to make too many paths or atleast provide lots of direction arrows so people don't get lost. I'm thinking of a map similar to mach3, but instead of three ways into the cap adding a fourth from the right as well. A mostly linear map but with 3-4 paths to get you to the capture point to prevent massive SG camping. When I get a chance I'll post a visual idea.

SATAn
January 15th, 2008, 04:25 PM
What about making the map a cap point map, but have the theme kind of like a descent into hell from the blue base which will be a brewery which represents portland and zervun's love for beer (name it Zerv's ale Co.). You can even make a big ass oversized throne in hell that needs to be captured that says SATAn on it, to symbolize my significance on the phlorph server. hahahahaha, I think it's a great idea, you don't HAVE to have the throne, but the hell and brewery thing would rule......


you should definitely give soldiers the advantage with high up places that will overlook the enemy......

Mephisto
January 15th, 2008, 04:55 PM
Well the standard TF2 textures and models should be plenty for a brewery. Perhaps CP Dustbowl style til the last section, then have intel to be captured at the end?

I still think Cali has better ale... its hard to beat legends like Anchor Steam and Sierra Nevada Pale Ale... though the best I've tasted came from Belgium (Duvel Golden Ale and Maredsous 10 Tripel)

coll9947
January 15th, 2008, 05:28 PM
Brewery is a great idea.

TrashedDT
January 15th, 2008, 05:35 PM
I think the map should be based on My Little Pony, with flower filled hills and pink trimmed cottages!! Think about it, a sniper crouch aiming between My Little Pony feet just as a unexpected heavy comes running out a cute little bakery! :D

Worry
January 15th, 2008, 05:48 PM
Satans comments gave me an idea. Be sure to have a mad magazine sitting on a table somewhere with my Avatar guy on the cover. heh. Perhaps other symbols representing other regulars if you can think of a way to do that.

Also, the brewery should be on the cdn side of a border, and the team on the other side tries to capture points with the ultimate goal being to get to the far superior cdn beer.

SATAn
January 15th, 2008, 06:32 PM
descent to hell, it would be awesome, you could use the stock cave textures but the lower you go the less lighting and the more fire! If not we should have possibly two rival breweries competing with one another for each others secret recipes (intelligence) for ultimate beer dominance.... Each Brewery can have a employee of the week hall of fame somewhere with pictures of regulars favorite class (or even of just regulars) and their name under it. There can be fights around large vats you can fall into and it can cause damage just like the water in 420_water......

TrashedDT
January 15th, 2008, 06:35 PM
There can be fights around large vats you can fall into and it can cause damage just like the water in 420_water......

That would be sweet! Kinda of like swiss cheese pattern that you have to navigate around.

Worry
January 15th, 2008, 06:54 PM
could have so much fun with this idea.

After you fall in a vat, when you come out you suffer teh same affect as that plugin zerv had. Makes you feel drunk, everything spinning.

Perhaps it could work similar to the old 'Rock' map. Each teams home base is a brewery, the other team gets in and somehow triggers an explosion or knocks over the vats or realeases the valves (soemthing along those lines). beer fills the base, drowns the wounded, harms the healthy, beer drains out, those left alive are drunk for 10 seconds for easy slaughter.

coll9947
January 15th, 2008, 07:08 PM
Yeah, like Rock but with beer, and the losing team has to be drunk for the next round.

Zervun
January 16th, 2008, 08:17 AM
Also, the brewery should be on the Oregon side of a border, and the team on the other side tries to capture points with the ultimate goal being to get to the far superior Oregon micro brew instead of a Molson ice.

fixed

[BDB] Puppy Stomper
January 16th, 2008, 09:49 AM
You guys got it all wrong. Except Satan.

First - Brewery = Awesome

Second - Combine Hell with Pound Puppies and have Satan stomping on them (to symbolize the significance we both have on this server). Be careful though... Satan might stomp on YOU too if you get in his way! (Everytime someone gets stomped by satan... both SATAn and Puppy-Stomper get two points added to our HLSTATSX)

Third - Deschutes Brewery is the best brewery around. Nuff-said. Except maybe the Barron Schwartz brewery.. which is a South Seattle brewery that specializes in AMAZING German beer.
Fourth - I'm Puppy Stomper.

Fifth - I still like the idea of a combined CP/CTF concept. And I like the idea of breakaway textures.

That is all for now. I will grace you with more of my abounding knowledge at a later time.

Until then, Bitches.

Zervun
January 16th, 2008, 12:31 PM
Puppy Stomper;600']You guys got it all wrong. Except Satan.

Third - Deschutes Brewery is the best brewery around. Nuff-said. Except maybe the Barron Schwartz brewery.. which is a South Seattle brewery that specializes in AMAZING German beer.

Until then, Bitches.

I actually think Deschutes is kind of a mixed bag. I'm not a porter or stout fan at all much - although I agree that Black Butte is fairly good - Obsidian is a bit to bitter for a stout imo.

Mirror pond is a good staple but here in downtown we have BridgePort IPA which blows the socks off of it and the Inversion IPA (although one can argue that Mirror Pond isn't an IPA ;).

<3 Bridgeport IPA.

Also can't rule out Rogue brewery (Dead Guy goodness). Stone Brewing (in Cali) is also eggscelent (Arogant Bastard FTMFW). I'd put both of those over Deshutes by a small margin.

All in all, all are great breweries ;)

Worry
January 16th, 2008, 01:56 PM
fixed

hehe. NOw that's the reaction I was looking for. good stuff.
damn micro brews spoil all the fun that was to be had making fun of your beer.


all this talk gave me an idea for a second map (likely to never be made but fun to think about). Maybe some other mapper might see this some day and build it.

Name: Stereotype
Location: US/Cdn border.

Both sides would be over the top stereotypes. Cdn side would have the main base in a hockey arena, located in a neighborhood of Igloos. Surrounding shops would be either headshops or hockey equipment and the houses would all be grow ops. Youre objective is to steal our seeds and growing methods.

US side main base would be...hmmm...Walmart? We want to steal your secret to low low prices? Ideas?

Mephisto
January 16th, 2008, 02:35 PM
in terms of breweries, most beautiful brewery in the world is Sierra Nevada's brewery in Chico, CA. its really worth a visit.

[BDB] Puppy Stomper
January 16th, 2008, 03:04 PM
US side main base would be...hmmm...Walmart? We want to steal your secret to low low prices? Ideas?

Lmao. Either that or you could come steal our Brittany Spears and People Magazines

TrashedDT
February 1st, 2008, 07:22 PM
There has been some great ideas, but I must ask. Is anyone actually working on this?

coll9947
February 1st, 2008, 08:36 PM
I've been slow cooking the ideas, really baking in the flavor. I've been looking for some inspiration, because I noticed on Labor there are big distiller tank thingies kind of like a brewery. I want to push gameplay, with the brewery kind of as decoration, similar to 2fort; function over form.

I think we should draw heavy inspiration from a classic map from perhaps another game, as sort of a phlorph twist on a classic? cs_militia meets phlorph, for example, or something weird like that. a larger scale e1_m1 from doom with capture points? one team are the marines, the other team are the imps? just throwing shit out there.

play out all of doom episode 1 in dustbowl style sequence?

I have a couple favorite duke3d maps that I always thought deserved a re-imagining in a modern engine.

The more ideas we have on the table when someone opens up hammer, i think the better outcome we'll have.