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A ctf map that takes place on a cruise ship sailing through the sea. This is a beta 1.0 version.
Version: BETA 1.0
Created By: Josh Henning - Narkissus
Author Email: Jhenning04@gmail.com
A big thanks to TF2maps.net for all their help.
Also to youme and velvetfistironglove.
The problem with this map is the very limited layout. it needs a lot more paths and levels to get to the enemy base. At present its just a sprayfest in the swimming pool room
it has potential but it needs more routes and chokepoints not just a mirror plan
Pros: This map is definitely a one of a kind. I love how you created the small island to make the boat feel as if it's actually moving - excellent!
Cons: When I saw that this was a ship, I was excited and thought for sure it'd look like a boat from The Ship - but not so much.
Improvements: Do not allow the intel to fall off the ship with the carrier. You open yourself up for a whole lot of frustration anytime the intel gets to a spot where it can not be retrieved.
Second, I'd strongly suggest taking a look at some of the maps for The Ship (the HL2 version - not the HL version). I have a guest pass for three days if you'd like to try it out and get a feel for what the maps look like. I think there's a lot of textures and structures you could incorporate on your map here. Let me know if you'd like the guest pass so you can see what I'm talking about.
Notes: Overall, this map definitely has potential. Good work. Much better than the original orange version I tried out. :o
Pros: Nice concept, very original
Cons: You should add an undeground way for the exit of intelligence. For exemple, you can open, the two ways byside the intelligence place. And you should optimize the central place of the map where there is the pool.
Ok guys, keep in mind that is just the first beta release (means i really only just got it almost fully textured, last versions were dev textures only for just testing layout/gameplay) Rest assured that i will be adding much more detail and messing with textures and lighting alot.
I will be adding more islands that float by, right now there are 2 of them, but those are more just for testing the entities and stuff that causes them to float by then actually being the final islands.
The "mud" in the engine boiler room is actually supposed to be coal, im working on getting a better texture on that.
The sounds outside have been revamped and now there is waves and seagulls instead of the crickets :P
And as always im working on optimizing as i go along, i believe ive got it pretty good as i get 200 fps all over and people i test it with get at lowest 40 fps, but ill still try to optimize more.
Once again thanks for all the comments guys.
Design: I like the idea a lot, and it's a wonderful idea to attempt, but the only game possible would be capture the flag, unless the capture points are closely placed. Some of the brushwork could have been done better too.
Fun: Just from the screenshots I can tell this map makes good use of the TF2 unique gameplay, i see few sniper places where they can take advantage, but it's not a lot of small corridors that limit the fun and make it a slow paced game.
Gameplay: Capture the flag is always a good call to use for a map, especially when pushing the envelope on new settings and map styles.
Looks: Like I said before, you could have done better with the blocky brushworks and the textures don't have the same uniqueness of other TF2 maps, it looks like a cross between cartoon and realism, or CS:S and TF2. That can be good sometimes, but with the brushes and the lighting, it doesn't work out too well.
Teamplay: I still don't understand what "teamplay" is. I guess how well people need to work together? If so, good job. There isn't a class that can really dominate here, you have an amazing looking layout.
I have to say it is a great idea. Not bad brushwork. It would be fun to play. And it works great with ctf.
But there are some downsides. Mostly to do with looks and things you could just spend a little more time doing.
I will use the screenshot to use as examples of things. Just so you can see my feedback clearly.
Screen shot 1: It seems to be lacking detail. Not really in brushwork. But more in things like decals and props.
Screen shot 2: Same here. Also I would say having some things in the water. Like islands etc...
screen shot 3: It seems to be a bit too blocky on the pipe things. And again, it is lacking detail. You have some mud in there. Its a bit random as theres nothing there telling you how it got into the room. Its such a clean floor.
screen 4: Now the pool room really seemed to lack detail. Pretty bad. The light is really plain. Wheres it coming from? As rokusho said. Some textures seem to not fit. When you said what textures. But I feel this is more of a taste thing. But I would say it seems too random. With a bit of bluely green there. Some red there. Some wood there. Some tiles there.
Maybe just try to keep it flowing and have textures that seem to fit.
I actually spend a lot of time thinking of what texture would go. But you seem to have textures that go in the other parts of the map.
Also low fps is a big issue. As it is a pretty big map. I would say to try and get the fps higher if you want to add more detail. There are lots of ways.