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View Full Version : [TF2] How High did you want me to Hang 'Em?



English Mobster
August 23rd, 2009, 02:26 AM
Thanks to a little suggestion by Winferno, ctf_Hang'EmHigh is being lovingly remade in TF2.
In a single day, I have gotten most of the entire map done.

However, I want to check to see if the gameplay is awesome before things get final textures slapped on and not just grey and orange blocks OF DOOM.

As such, I need a beta test. I don't quite have a beta YET (probably tomorrow-ish), but I need to make sure the gameplay is there before I take the time to texture this damn thing and then find out that the gameplay doesn't work in TF2.

Also, I want your opinion on the textures I'll be using.

Bodzilla
August 23rd, 2009, 02:51 AM
:o!

dont use the halo textures, a grey box map isn't exactly that amazing on the eye.
make your own or use some TF2 ones.

TF2 has a wykd colour scheme as it is

NuggetWarmer
August 23rd, 2009, 02:56 AM
Make the map styled like a TF2 map.

ultama121
August 23rd, 2009, 03:15 AM
I'm with Bod and Nugget.

English Mobster
August 23rd, 2009, 04:23 AM
Thanks for the input so quickly!

I now have the entire map in grey and orange form. Entities need to be placed and I need to add another exit to the BLU spawn room, but the geometry IS done.

p0lar_bear
August 23rd, 2009, 05:52 AM
Please tell me you made the map more TF2-friendly. In my eyes, Halo maps don't port well to TF2 when it's just a cut-and-dry port.

Phobias
August 23rd, 2009, 07:27 AM
Please tell me you made the map more TF2-friendly. In my eyes, Halo maps don't port well to TF2 when it's just a cut-and-dry port.

I can't stress this point enough.

Think of the demo-spam the lower team would have to put up with. It's inhumane.

English Mobster
August 23rd, 2009, 07:47 AM
Yes, it's more TF2-friendly. Don't worry.
E: I should probably explain a bit: I'm relying on the fact that there is no cover in any potential camping areas to bring campers down.
Demomen won't be able to hide on the upper base, for instance, any more than they can hide in the Battlements on 2fort.

I'm trying to decide between CTF and CP. At first I was all for CTF, and I can see how CTF would work, but there is the simple matter of having the Intel spawn... on the roof.
It makes more sense, TBQH, for it to be CP, and I haven't placed any CTF entities yet.
Red and Blu would need to be switched, though, but when they are switched, then the defenders would spawn nearest to the sniper roost and other defendable points.
The more I think about it, the more I lean towards CP.

Syuusuke
August 23rd, 2009, 10:04 AM
Payload race of course

but why not arena with an enclosed cp somewhere in the middle and some enclosures so players dont see echother immediately after spawn

CabooseJr
August 23rd, 2009, 10:21 AM
Why not do multiple versions of the map? CP and CTF?

sevlag
August 23rd, 2009, 10:40 AM
Why not do multiple versions of the map? CP and CTF?makes some sense

English Mobster
August 23rd, 2009, 06:04 PM
Hmm... Good idea. Then I can figure out which one works better.

Heathen
August 23rd, 2009, 06:22 PM
Uhh, this has been done.

Twice.
http://www.fpsbanana.com/maps/55461
http://www.fpsbanana.com/maps/72655

English Mobster
August 23rd, 2009, 07:44 PM
:smithicide:

Syuusuke
August 23rd, 2009, 07:58 PM
Just do it.™

Rosco
August 23rd, 2009, 08:05 PM
Yeah go ahead with it. Take a look at the already made ones to make yours better than both.

Heathen
August 23rd, 2009, 10:20 PM
Yeh, they are not really that well done.

I think you can do better.

Try to imitate this style:
http://www.fpsbanana.com/maps/55684

Its Wizard with a tf2 look.

Rook
August 23rd, 2009, 11:02 PM
Make an arena map out of it, add whatever you need to make it good for arena

ok!

Heathen
August 23rd, 2009, 11:10 PM
make it CP

I hate arena :/

Ki11a_FTW
August 24th, 2009, 12:23 AM
IMO, you should give the map visual a major overhaul.
Here are some ideas:
- some of the tunnels in the map could be turn into mine type things with the tracks going across, and the mines keep going in some areas and have a cart blocking it or something

- some parts of the map could be turned into terrain, like maybe knock out the cieling, and make one of the walls mountains

- maybe have a river running through the middle, like Halo 2's tombstone

- I imagine that this map would have some bad spawn killing, so if necessary, make a new room which the players spawn

- Instead of the walls surrounding the map, like i said maybe have one side mountains, and have some another side blocked by a bridge with a train ontop, and another side with maybe a rockslide or something, you get the idea.

hope i helped :)

Rook
August 24th, 2009, 12:28 AM
make it CP

I hate arena :/

One of those downloads is already CP!

Heathen
August 24th, 2009, 01:14 AM
- some of the tunnels in the map could be turn into mine type things with the tracks going across, and the mines keep going in some areas and have a cart blocking it or something
da fuck?

Tunnels in hangemhigh?

and rook, maybe a better one.

Ki11a_FTW
August 24th, 2009, 02:16 AM
da fuck?

Tunnels in hangemhigh?



yeah you know the corridors there are in that map

Bodzilla
August 24th, 2009, 06:50 AM
Koth is the best game type.

is there anyway to make a moving koth?

Heathen
August 24th, 2009, 08:14 AM
yeah you know the corridors there are in that map
ahhhhh, gotcha.

sdavis117
August 24th, 2009, 09:06 AM
Make it a Payload map.

p0lar_bear
August 24th, 2009, 09:11 AM
Make it a Payload Race map.

ftfy :eng101:

sdavis117
August 24th, 2009, 09:30 AM
Do what the manbearpig says.

Syuusuke
August 24th, 2009, 04:39 PM
Payload race of course




ftfy :eng101:


Do what the manbearpig says.

beat the manbearpig to it =D

English Mobster
August 24th, 2009, 06:27 PM
IMO, you should give the map visual a major overhaul.
Here are some ideas:
- some of the tunnels in the map could be turn into mine type things with the tracks going across, and the mines keep going in some areas and have a cart blocking it or something
? Be a bit more clear... What tunnels, exactly?

- some parts of the map could be turned into terrain, like maybe knock out the cieling, and make one of the walls mountains
Hmm... I'm going to be honest, I have no clue how to do displacements.

- maybe have a river running through the middle, like Halo 2's tombstone
Good idea.

- I imagine that this map would have some bad spawn killing, so if necessary, make a new room which the players spawn
Yeah, each side has a new room where the players spawn.
- Instead of the walls surrounding the map, like i said maybe have one side mountains, and have some another side blocked by a bridge with a train ontop, and another side with maybe a rockslide or something, you get the idea.
Very good idea!
hope i helped :)
:golfclap:

Heathen
August 24th, 2009, 07:45 PM
He means the rooms where the two windows overlook the center trench.

And for the love of everything, make it CP.

English Mobster
August 24th, 2009, 08:06 PM
CP it is, then.

And I'm an idiot who didn't put his shit onto a portable hard drive before changing computers. It'll be 2 weeks before I can make any more progress on that build of the map, minimum.
Although, it IS only 1 day worth of work, and can easily be redone, it's just going to take up the entire fucking day. =/

sdavis117
August 24th, 2009, 08:35 PM
Don't forget the Payload Race flavor. We have to few good Payload Race maps.

Ki11a_FTW
August 24th, 2009, 08:47 PM
displacements are really straight forward, let me get you a quick tut

nre432l_OTc

Mass
August 25th, 2009, 03:18 PM
Give it the theme of a construction site, make some of the catwalks tower cranes, make the floor muddy and dirty and have the center ditch have muddy brown water flowing out a drainage pipe into it, (this is essential if you make it arena) mix up the tombstone cover (barrels and boxes of supplies, porta-shitters!) with some trucks and make the bases/towers buildings with clashing themes like those in Well.

maybe I can draw a picture of this, it could be fucking awesome.

yeh, something like this:

random tf2 military base is a lame theme, just sort of TF2-ify some of the geometry:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/thisstuff.jpg

Ki11a_FTW
August 25th, 2009, 04:41 PM
hes got the idea :v:

Huero
August 25th, 2009, 05:05 PM
What'll he do with all of the little headstone things?
Piles of material?

Mass
August 25th, 2009, 05:51 PM
What'll he do with all of the little headstone things?
Piles of material?


mix up the tombstone cover (barrels and boxes of supplies, porta-shitters!)


.

English Mobster
August 25th, 2009, 10:46 PM
That would be incredibly awesome. Nice idea.

Hmm... Should I make the Red team's side have some stuff Blu built demolished (Reliable Excavation and Demolition), or no?

Heathen
August 25th, 2009, 11:06 PM
After this is over, maybe halo tf2 ports galore?

Ki11a_FTW
August 25th, 2009, 11:26 PM
dont let inferno see this thread!

English Mobster
August 26th, 2009, 12:17 AM
It would take a bit of effort to make some of the Halo maps into TF2.

For instance:
BG/Sidewinder/Timberland: Too big. Snipers would dominate, since there is no real breaking up of the cover. It was designed for vehicles, and TF2 doesn't use any kinds of vehicles.
Chillout/Chrion: Too small, without any clear bases in the case of Chillout. Would be a Pyro/Demoman spawncamping fuck-fest.

Maybe Longest, Wizard, or Boarding Action would work, but I chose Hang 'Em High because the tombstones would be great for serving as cover for a Medic/Heavy team or a Scout, there's already a sniper perch, the bases can be easily defended by a Pyro/Engie, and the alternate routes into each base seem almost designed for spies, plus the high platforms would be an excellent vantage points for Soldiers/Demomen. It would be an awesome map for all classes, and not too many Halo maps can be adapted like that.

p0lar_bear
August 26th, 2009, 12:25 AM
Sidewinder: Too big. Snipers would dominate, since there is no real breaking up of the cover. It was designed for vehicles, and TF2 doesn't use any kinds of vehicles.

A while ago I imagined a port and rehash of Sidewinder as a neutral-cart payload map. There would be cover around in the form of buildings and trees. There would be a midway point on each side, which would change up the spawn areas; the main bases are spawn rooms and the center cliffs would each have one, base spawn by default, middle spawn for attacking team if they pushed the cart to the midway point. I wanted to do it but I couldn't find the time to l2hammer good enuf.

Also, Sidewinder only seems big because the cyborg bipeds in Halo move too goddamn slow. I did the math, and they actually run slower than a Heavy.

Pooky
August 26th, 2009, 12:47 AM
Also, Sidewinder only seems big because the cyborg bipeds in Halo move too goddamn slow. I did the math, and they actually run slower than a Heavy.

The 'Halo Crawl', iirc.

English Mobster
August 26th, 2009, 01:25 AM
Huh.
I think I have found a new project.

Heathen
August 27th, 2009, 07:54 PM
YUSSSS

Rook
August 28th, 2009, 10:57 PM
A while ago I imagined a port and rehash of Sidewinder as a neutral-cart payload map. There would be cover around in the form of buildings and trees. There would be a midway point on each side, which would change up the spawn areas; the main bases are spawn rooms and the center cliffs would each have one, base spawn by default, middle spawn for attacking team if they pushed the cart to the midway point. I wanted to do it but I couldn't find the time to l2hammer good enuf.

Yeah do that.