[map] cp_Iraqhistan
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Re: [map] cp_Iraqhistan
Posted by Kampy on Fri Aug 21st at 1:40pm 2009


This is a a discussion topic for the map "cp_Iraqhistan" by Kampy which can be found here

Map description:

Later.

Map screenshots:

Screenshots for: cp_Iraqhistan




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Re: [map] cp_Iraqhistan
Posted by Kampy on Fri Aug 21st at 1:42pm 2009


Okay Guise! Got this fresh and juicy TF2 map here and I need some Beta Testers! Riven told me he's in so who's with me? Another 6 players would be nice. smiley



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Re: [map] cp_Iraqhistan
Posted by G4MER on Tue Aug 25th at 8:28pm 2009


I ran around in this map today briefly.. when your alone it is rather boring. Problems I see.. lots of wide open spaces.. snipers will love this map. I like the drone in the sky. Would be a cool place to have a camera and from a station some place get an overview of what its flying over.. ( that maybe more difficult than needed ).

The arches are all wrong. and in many case too low, you cant get though them with out squatting.

I would love to try this map out with a full server to see how lag plays a roll with the wide openness of the whole thing. But its not a bad map.. I am not much of a TF2 player, but it looks good.. I also think you need to work on scale some.. but some of the nice little secrets by jumping on windows and so forth was a nice touch.

I give ya 3 stars, with some minor changes and fixes it will be a 4 star in no time.




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Re: [map] cp_Iraqhistan
Posted by Kampy on Wed Aug 26th at 9:16am 2009


the camera thing is impossible in TF2. the arches are not supposed to be passed - I will have to add a clip brush there. the sniper thing is a problem though. I wonder if there's an option of limiting the sniper class somehow. smiley



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Re: [map] cp_Iraqhistan
Posted by Kampy on Wed Aug 26th at 1:03pm 2009


compiling beta2.1
changes:

- (even) clearer signs with additional colored lights
- capture point D information sign
- clip brushes to block arches
- kill base protection at final stage
- more and stronger items


might add an additional vehicle or so at the open desert for detail and cover




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Re: [map] cp_Iraqhistan
Posted by Kampy on Wed Aug 26th at 10:57pm 2009


beta3 out now with some new vehicles! featuring the marauder tank and a humvee! smiley


PICS DÔZO:








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Re: [map] cp_Iraqhistan
Posted by G4MER on Wed Aug 26th at 11:44pm 2009


If your not allowed to go past a certain area, like at the base above.. add a chain link fence or a stone wall to show people that it is impassable.

I will have to DL the new version now and see how the changes are.

You know from the base to the town to the other areas, a road or path would help tell people where to go and how to get there, something to consider.




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Re: [map] cp_Iraqhistan
Posted by Kampy on Thu Aug 27th at 7:01am 2009


yeah a path might be a good idea- Ill give it a try next time Im hammering. about the fancy fence - tried it- didnt like it. It looks much better when its open although its a considered a sin smiley I might add a stop sign when you try to enter instead



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Re: [map] cp_Iraqhistan
Posted by Kampy on Thu Aug 27th at 9:29am 2009


okay thats my solution for all the skyboxtouch haters ;D
when you come near a way you shouldnt go a stop sign fades in. hows that? smiley






btw: why did you rate the map after playing the beta - thats somehow misleading because the map still changes dramatically




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Re: [map] cp_Iraqhistan
Posted by Niborius on Thu Aug 27th at 11:01am 2009


That's a good solution indeed! What you can also do is make something that blocks the way. Now I don't mean fences or walls, but for example a crashed car or something.





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Re: [map] cp_Iraqhistan
Posted by G4MER on Thu Aug 27th at 6:02pm 2009


I rated the current build. when you get a final version up, make it a new post, and I will test it and rate the final.

I am with NIB, you should have a hummvee or something blocking the way. The stop signs are distracting from the over all map feel. Oh hey how about a small sign that says MINE FIELD or Road blocks with caution stripes. Oh you know what would be cool..

this: http://www.betterbarriers.com/pix/pr_main_active_gate.jpg

or This: http://base.cygnuspub.com/images/Products/LET/2007/Aug/300x300/BATTERYOP_TowableUt_0.png

Something along them lines.. you could even have a small guard post shack along side the road.. and maybe a sign posted that says restricted area.. or something along them lines.

http://trendsupdates.com/wp-content/uploads/2009/05/area-51-front-gate.jpg




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Re: [map] cp_Iraqhistan
Posted by G4MER on Thu Aug 27th at 6:10pm 2009


Here is what I was looking for, and plenty of examples..

http://images.google.com/images?start=0&q=Gate+barrier&btnG=Search+images&hl=en&um=1&sa=2

ENJOY!




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Re: [map] cp_Iraqhistan
Posted by Kampy on Fri Aug 28th at 9:13am 2009


good idea with the gate - fits very well at the mil. base part. I will replace one part with this post. the sign solution will stay at the other places.



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Re: [map] cp_Iraqhistan
Posted by Riven on Fri Aug 28th at 8:18pm 2009


Yea, I would try and avoid those invisible walls with the fade-in cancel signs; it just breaks the atmosphere too much when used for a perimeter wall. I would have some signs like Muhnay suggested, but instead of an invisible wall, I'd place mines to kill wandering players that disregard the signs. (Signs about the mines)

You could make little brushes to represent the mines and have one big trigger_multiple that kills players (along with an explosion effect) when they enter the area. That way, you could keep your clear scenery without big obstructions or invisible walls.






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Re: [map] cp_Iraqhistan
Posted by G4MER on Fri Aug 28th at 9:33pm 2009


Great idea Riven..

http://images.google.com/images?hl=en&resnum=0&q=minefield%20sign&um=1&ie=UTF-8&sa=N&tab=wi

For mine signs.

An example of one type of minefield..

http://www.mineaction.org/downloads/Mine%20field%20Lebanon%201%20Nov%2002.jpg

I would loose the stop signs that fade in and out.. it makes your map ugly.




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Re: [map] cp_Iraqhistan
Posted by Kampy on Tue Sep 1st at 2:12pm 2009


here's the new introductory video to iraqhistan - btw: will it be transferred via online-map-transfer when it's just inside the media folder?



great youtube function - here's the link: http://www.youtube.com/watch?v=ceXcvA9dYY0




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Re: [map] cp_Iraqhistan
Posted by G4MER on Thu Sep 3rd at 6:02am 2009


looks good man. yeah the youtube thing does not work on the forums. humm



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Re: [map] cp_Iraqhistan
Posted by Kampy on Mon Sep 7th at 10:16am 2009


beta 6.1 still not finished added lots of stuff - even the GLA bomber throwing the anthrax bomb



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Re: [map] cp_Iraqhistan
Posted by Kampy on Sat Sep 12th at 8:38am 2009


I still somehow wasnt satisfied with the map at some places so I added some more details. Ive added a listening outpost (that fades away at a certain distance to suggest the invisablility), some supply collecting supplytruck at the chinese supplycenter, a buggy and a final explosion if the GLA team wins smiley



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Re: [map] cp_Iraqhistan
Posted by Kampy on Wed Sep 16th at 8:18am 2009


Im kinda just giving up on the map project - well I had this error - well actually I didnt - all others had an error which I know nothing about but it must have been something with a model probably "ingame error model 208" or something like that. The game crashed for everyone else, but me (or maybe who didnt have the map). I cant test it, because I dont know who had the error and what it is about. All I know is I didnt add any new models so Im totally confused about what could possibly have caused this error... smiley




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