Ctf_Wizard is a HL2CTF map that breaks from the boring norm of warehouses and industual plants. This map is set on a small creepy island in the middle of an ocean. Each base is unique, forcing both sides to use a different stategy in order to survive. Hope you guys enjoy it.
If you don't already have HL2CTF you can get it here: www.hl2ctf.com.
Note: This is a large file, it might take a while to download on a dial-up connection.
Discussion
Posted by Dark_Kilauea on
Thu Feb 16th 2006 at 2:50am
[Author]
Small update:
-Fixed a displacement issue, you could walk on top of the "cliffs"
-Made village huts look different.
-Changed railing texture
-Fixed volume on the soundscape
Added new images.
Posted by 7dk2h4md720ih on
Tue Feb 14th 2006 at 11:16pm
I had a brief look at this because the screenshots caught my eye. The map could do with a few random props thrown in. The atmosphere is great and the trees, terrain and grass sprites are all very nice, but it feels too bare in places.
The ruin area definatley needs an update, but you just mentioned that above, so I'll wait to see how that turns out.
What's the soundscape? Sounds a bit like something Lustmord would make. If you don't know of Lustmord, check out the album Metavoid. Very creepy, ambient music. :smile:
Ps: Those leeches are bastards. Maybe you could make it so there is a couple of places where you can make it out of the water alive, so falling in isn't always final. Maybe you can, I didn't check everywhere.
Posted by Dark_Kilauea on
Thu Feb 9th 2006 at 9:53pm
[Author]
Thanks for posting.
I at first intended the large stone area to be a fortress, but ruins actuatly sounds like a better idea. I'll look into making it more ruin like.
I also agree that the village huts could be worked on a little more, looks like I have something more to do.
But, I do think one of the coolest things about this map is the soundscape. If you haven't checked it out, you should :smile:
I agree, the metal railing was the only thing that really struck me as out of place.
Although, now that Orpheus points it out I'm noticing that the modern
look of the ruins is kind of strange. Perhaps if you choose a
stone texture similar to the ones you used on the huts the ruins would
look older?
I like it. The displacements are astonishingly well made in the screens.
I would:
1) avoid copy/pasting the buildings. Yeah, villages are all similar, but try to be distinct in your fantasy world.
2) Chose a different rod iron for the ruins. I doubt that anything that fancy would be employed in so primitive a village.
3) the thatched roofs and the modern mortar foundations don't match up. You need more basic rock type of materials for the homes.
Thats about all I can say at this time.
Nice job so far.
Posted by Dark_Kilauea on
Thu Feb 9th 2006 at 4:44am
[Author]
Well, I finally got around to finishing up the changes I wanted to make. I think I managed to add lush scenery, at least it's a whole lot better than it was. Here's a list of all changes.
-Added custom soundscape.
-Finished both middle areas.
-Added props to both the combine and rebel bases.
-Added nessesary CTF entities to meet current version of CTF.
-Fixed up fog.
-Optimised FPS.
-Added easter egg.
-Made players spawn with a custom weapon set.
Hope you guys enjoy, and as always, comments are encouraged.
Posted by Dark_Kilauea on
Sat Dec 10th 2005 at 10:27pm
[Author]
I'd just like you to know that I'm still working on this. So far,
I've been working on adding more trees, a better atmospere, and timing
the distance between the two bases.
Due to life catching up, and a few other projects I'm busy with now,
I'm hoping I can get something out for you guys in december.