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zf_4towers

Posted: May 13th, 2010, 11:36 pm
by Darkblaze
Status: Pre-Alpha!
Description: Humans must hold a series of control points thoughout all 4 towers, a total of 5 control points. Zombies will spawn in the forest, (Not shown yet, again PRE-ALPHA). Map will consist of the, 4 towers, 3 sky bridges, one broken, helicopter pad on one of the towers, parking lot full of broken cars, forest for zombie spawn( Zombies will also spawn behind the back 2 towers), Secret room with audio buttons and disco ball. Also will be a CP less counterpart map(might works as a PH map?(Hint hint), Also will be set to dusk.

Sound cool? Here's some screens
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Any advice/suggestions/criticisms welcome!
Needs a better name anyways.

Re: zf_4towers

Posted: May 14th, 2010, 12:03 am
by Desseler
1 and 3 are the same and you aren't going to find a medic built into your stage.

Re: zf_4towers

Posted: May 14th, 2010, 12:07 am
by Darkblaze
Fixed, and what do you mean?

Re: zf_4towers

Posted: May 14th, 2010, 1:00 am
by Derp
Darkblaze calling for a medic and he's the only one playing. Guess it could be worse, he could have been a soldier with equalizer.

Re: zf_4towers

Posted: May 14th, 2010, 1:08 am
by Snake Oil Salesman
Well, I made a map with towers before, it makes the skybox a little trickier because of the different views that the towers provide. Additionally, I'd be careful with those enclosed spaces, usually when I leave ZF, its because of the bland-ness of the past ten maps I had to play. Put in some windows eventually lol. How are they going to get up to the tower? Will the forest be visible from the towers, or in a different section of the map with a teleport? And try to give the survivors a fighting chance =P small buildings aren't kind to the red team...

Re: zf_4towers

Posted: May 14th, 2010, 1:23 am
by Darkblaze
Snake Oil Salesman wrote:Well, I made a map with towers before, it makes the skybox a little trickier because of the different views that the towers provide. Additionally, I'd be careful with those enclosed spaces, usually when I leave ZF, its because of the bland-ness of the past ten maps I had to play. Put in some windows eventually lol. How are they going to get up to the tower? Will the forest be visible from the towers, or in a different section of the map with a teleport? And try to give the survivors a fighting chance =P small buildings aren't kind to the red team...
Each tower is going to be different, one will be offices, one will be a medical-ish center, Miscellaneous item storage facility and a bomb factory.
You will reach each level of each building through stairs. Imagine that.
Plenty of windows. Check.
Human spawns in the parking lot of the towers, the concrete building will be the zombie spawn.

Re: zf_4towers

Posted: May 14th, 2010, 4:51 pm
by Derp
Go up with stairs? Why not use killer elevators?

Also on a side note, Will the survivors just camp the stairs preventing the zombies from going up?

Re: zf_4towers

Posted: May 14th, 2010, 7:12 pm
by Darkblaze
Derp wrote:Go up with stairs? Why not use killer elevators?

Also on a side note, Will the survivors just camp the stairs preventing the zombies from going up?
This is going to be a CP map, if the zombies take the tower that the humans that are camping, they just move on to the next point, and so on to win the match. IE: i'm going to have zombie specific ladders that go into windows, that they can be used to flank.

As for killer elevators, I could put an express elevator to the roof if needed.

Re: zf_4towers

Posted: May 14th, 2010, 9:18 pm
by Darkblaze
Status: Pre-Alpha!(Getting there)

The Forest n' Cap point update!

Featuring... Trees and cap point
Anyone know a good "Bush" model?
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Dem Shadows
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Plans for alpha release:
Finish forest (AKA Zombie Spawn)
Make Stairs and floors in all 4 towers
Finish the final 4 cap points
add a better skybox(similar to cliff's skybox)

ETA: By the end of the weekend

Plans For BETA Release:
Decorate map with props
fine tune textures
Add anything else I can think of

ETA: End of next weekend

Plans for V1 Release:
Balance map
Debug

ETA: N/A

Re: zf_4towers

Posted: May 15th, 2010, 12:31 am
by VAUXHALL
Hey, just saying, but you could probably learn a lot from tf2maps.net if you haven't been there already. Alos, never test your map with scout and noclip, you can't judge things properly (distances, travel times, who can get where, etc.).

Re: zf_4towers

Posted: May 15th, 2010, 2:07 am
by Derp
Darkblaze wrote: As for killer elevators, I could put an express elevator to the roof if needed.
I was making fun of the elevators on maps like Lab & mine. That are either really slow, kill those on it, never lowers to pick up those who are left behind, wont go up because of too much weight, etc.

Re: zf_4towers

Posted: May 15th, 2010, 4:31 pm
by Derp
SandvichSpy wrote: Or the zf_fortress elevators, that go SLOW when engie's build sentries on them(though it is funny when someone isn't smart enough to not get crushed by it lol)
If you make enough buildings you can stop the elevators.

Re: zf_4towers

Posted: May 15th, 2010, 6:27 pm
by Darkblaze
Got one tower done in terms of stairs.
No pictures today unfortunately.
So 2 of the towers will be "Red", 2 "Blu"
Red will have The bomb Factory, and the Miscellaneous item storage facility
Blu towers will have The Medical and Office buildings.

I'll finish the other red tower, I'll finish the parking lot today
Tomorrow I'll finish the blue towers

Alpha won't have many props, but it will be playable.

Re: zf_4towers

Posted: May 16th, 2010, 2:53 pm
by Derp
Will we get a shiny medal 2~3 years from now to show the newbs that we are the alpha dogs? =p

Re: zf_4towers

Posted: May 17th, 2010, 2:34 am
by Darkblaze
Status: Delayed:(
I decided to delay it to get all of the bugs out pre-alpha. I'll try to work on it during the week.