A somewhat-total map conversion, turning ctf_2fort into an achievement/idle map. About this map project This project is something that I've attempted to do in the past, about 7 or 8 times in total, and each time I ended up giving up on it due to reasons ranging from issues with cubemaps not building properly, to continuous errors in the compile log regarding certain props and such. But this time around, I'm going to finish this. I'm currently in the planning stages, figuring out what to use each area of the map for. About the above screenshots I'm just going to describe each screenshot, going from top to bottom (stupid new site layout, god I hate it). Notice how the tunnel is like a greenish blue. This is the BLU team's first sewer tunnel. The RED teams respective tunnel is textured a red color. I'll be retexturing both tunnels to match the other tunnels (the beige/grungey looking tunnels). A view of the pit area. As you can see I've removed the water in the pit, as well as in the areas behind the fences, inside the sewer tunnels, and even in the 3D skybox. I've also removed the bridge. The intel room. I've removed the intel from both rooms, as well as the caution tape and "CAPTURE ZONE" decals from the floor. I'll be putting infinitely-cappable intel somewhere else in the map. Both teams will have their own infinitely-cappable set of intel. The sewer tunnels. I've removed the water from them (as I said above), as well as the dirt. I'm also going to try to see if I can modify the texturing of the tunnels to remove that stupid seam/line you can see on the bottom of the tunnel. The area outside BLU team's main spawn room. I removed those fucking piles of hay. I also removed any other piles of hay from the map (except any piles of hay in areas of the map that you'd have to noclip to get to). A view of the changed sky. I modified the skybox sky, changed it to a night sky, and modified the environmental lighting, using values from the List of Skyboxes article on the Valve Developer Wiki. The Various Areas The Sewer Tunnels & The Central Pit After receiving a suggestion from a friend of mine, I've decided that the sewer tunnels will be where idlers are teleported. When they are teleported into the sewer tunnels, they will be pushed through the tunnels, into the central area where the bridge is in ctf_2fort/was in this map. RED team idlers will spawn in the BLU team's sewer tunnels and vice versa, allowing non-idlers to do things such as rank up their Strange weapons. To prevent teams from getting into each others sewer tunnels, I'll be setting up invisible team-filtered barriers to prevent players from gaining access to the other teams base through the sewer entrances in the pit. The central pit will also have a trigger_hurt set up, as well as a very small amount of water (essentially small enough so I don't have to add water back into the tunnels) which will give the illusion of "toxic water". This will obviously act as a way to kill off idlers who end up in the pit. The Smaller Spawn Rooms on the Battlements As of right now, I figure I can add a bunch of buttons onto the wall in the room, each button spawning a different leveled Sentry Gun/Dispenser/Teleporter Exit or Entrance. The building would spawn in the area that the players normally spawn in. The buttons would be outside of that area where the resupply cabinet is. The glass doors will remain, so that if a Spy was to spawn a sentry for example, they can disguise as the other team, then walk in and sap the building. The spawned building will also respawn automatically every time it is destroyed. Pressing a button to spawn a different building will stop the originally chosen building from infinitely respawning, then spawn the newly chosen building and enable the infinite respawning of the new building. (Not 100% sure if I can set it up to do this, but I'm definitely going to try) The Main Spawn Rooms I'm either going to have to increase the length of the main spawn room, or just move the doorway from the spawn area to the rest of the spawn room forward a bit. The reason I might have to lengthen the spawn room or move the doorway forward a bit is because I have to be able to fit at least 20 spawn points into each spawn area. The map will support 32 players, but some servers don't have auto team-balancing on, so one team could potentially have over 16 players on it. Hence why I'm adding 20 spawn points per spawn room. I'm going to be adding a push trigger into the main spawn room to slowly push players to the back of the room, dropping them into a very short tunnel. At the end of the tunnel will be a teleport trigger will teleport idlers into the sewer tunnels, where they will be pushed into the central pit, as mentioned above. The Area Outside the Main Spawn Rooms You know, the area with those stupid useless piles of hay on the floor? Yeah, I removed those piles of hay (check the screenshots above). I'm probably going to put a capture point in that area (two in total, one outside the RED spawn room, and one outside the BLU spawn room). I'm going to be looking into making the capture point automatically reset itself to being uncaptured after a certain length of time (like 5 minutes probably). And to prevent the "round" from ending if someone noclips to the other teams point and caps it, I'm going to add a third capture point to the map in a far-off area, and most likely just lock it so it can never be captured, thus preventing the round from ending. The Resupply Room near the Intel Area I haven't thought of a use for those resupply rooms near each teams Intel area. If I do figure something out, I'll add it to this section. The Big "Conference Room"-Looking Area We've all looked through the big slanted window near the intel and noticed that huge room with all the computers and the gigantic map screen things. I'm not exactly sure what to do with these rooms... I'm debating on either: Removing the rooms and removing the windows that look into these rooms, and replacing the windows with solid walls, textured to match the adjoining walls. Removing the rooms and replacing them with smaller, open rooms with outdoor scenery and a 2D skybox to give the illusion that you're looking outside. Keeping the original rooms and just repurposing them into something useful. I'd really rather not repurpose the rooms because they're so large and awkwardly-shaped, and that's causing me to draw a blank on what to put into these rooms.