MOVED TO CUSTOM MAPS FORUM. MESSAGE ME IF YOU'D LIKE TO WORK ON THE LISTED MAPS. YOU WILL NEED TO PASS OUR QUALIFICATION TO BE GIVEN ACCESS TO THE MAPS FILES.
There are many unfinished or near complete maps in our mapsrc folder that will probably never see the light of day as official. With a few weeks of work, or even just some final touch ups, these maps may serve us better being available to download for the community to enjoy. Many of these maps may not meet the standard of quality we see from many of our official maps, but if we were to release them as custom, there would be understanding that it doesn't fit in with our top notch maps, there are balance issues, and overall they're more fun experiments and not fully complete. Some maps need some extra architecture, and others just need some triggers fixed. We can then work on these maps overtime together. Here's where we could use some help.
This opportunity is open to any dev or tester and
now community mappers. If there are any custom mappers out there, or anyone that wants to lend a hand to get some more fun, custom maps out there for the community to enjoy, this would be an opportunity for you to practice.
We shouldn't get too into testing them too much before release, as they're not top priority and can be attended to over time. If there is any maps you feel we shouldn't focus on, feel free to suggest.
So far Banjo Boy, Felis, Pache, and myself are interested in helping. If there are any others who want to help either in hammer, or with testing, please do let us know. Take your pick, which one should we focus on the most together?
Of course, this is not a plot to take credit for someone elses work, and this is all pending permission of the creators. We want to work together to give the community something new to enjoy that has been dormant for quite sometime. Credit will be given where credit is due
Maps we have permission to work on:
pvk_stranded (YeeHaa) -
TAKEN, NEAR COMPLETED BY COMBINE
tw_shrine (Hawf) -
TAKEN, BEING WORKED ON BY MOMO
lts_bellyhazard (Tschoppo) -
TAKEN, BEING WORKED ON BY AGSMA
te_jangala vmfs (Bubbles) -
TAKEN, BEING WORKED ON BY MOMO
te_palace_garden (Ubermann)
Pvk_HelmsDeep (Jahhur) -
TAKEN, BEING WORKED ON BY FINLORD
lts_beach (niki)
Bt/te sacrilege (niki)
pvk_zeppelin (Crazytalk)
harbourlighthouse (Unknown)
pvk_dungeon (jRocket) -
TAKEN, BEING WORKED ON BY COMBINE
te_forum (Zinux)
Comments
PVK_Zeppelin also deserves it's own official release. I honestly don't remember what game mode had but I could see something like Balloon Race in TF2, where each team has it's own zeppelin-like map, which resembles Bartolomeu de Gusmão's airship.
Eldorado and Glacier also look like maps with some potential that also deserve some rework. Eldorado's current layout feels too complicated but I like the automatic ladders and the finished parts; Glacier should also be finished because the mod clarly lacks Viking-themed maps.
Bellyhazard is in need of someone is energized to see the map to the end, and since tschoppo lost interest, no one has come forward. Leave it in the folder and let it never be touched again, or get it out there for some play, have people enjoy it. Bellyhazard could always be tw_ and lts_. Sudden death could be an event like a sand storm in tw_.
El Dorado and Glacier I would love to see be official. Ubermann is open to possibly working on El dorado again if he has the asset creation support to work with him on the grand vision that map holds. Much like myself and my ragnarok map.
Glacier is far away from even being a polished custom map. Too open, and too big. If anything, if we were to work on that map, we'd have to start over from scratch. We need a guy with extensive source experience to work on Glacier. Someone like a Gaz or Jimonions or even a strong, positively stubborn force in Ubermann.
Co-Lead | Level Designer
I'd def would like to play around with Zeppelin as well probably after
http://steamcommunit...m/groups/aclans Join and be pro today!
"I like axes"
--kokoronokawari
loli loli loli loli loli loli loli loli
In order to make the zeppelins the main focus of the map, a way to give them some usefulness, despite being very faulty if you run it on a server which ping is too high, is to have a purpose to be in the level, and in Last Team Standing fashion, how about having two zeppelins carrying bombs and destroying the enemies' bases just by reaching it's radius and doing a kamikaze move.
I imagine Zeppelin's world being based on Jules Verne's work, with a small town (like the one in the map's current state) in the top of a large and narrow rock collum, with all three teams in another, even smaller rock formations; for the players to reach the city they'd jump in something like a catapult or a trebuchet and land in something soft that doesn't deal fall damage, like a mount of hay. You'd get three separate places for players to capture, like in Sandstorm, but here's the big difference from other Territory maps: there's no team timer to run out, instead the captured areas increase the zeppelins' speed. And what about the zeppelins' targets? There are three options:
-have the switches in one of the territories, which itself could be called The Hangar,
-have the switches inside both zeppelins,
-or both.
To make both switches available in the same map, the Jules Verne theme comes in handy; either located inside the hangar or somewhere else you get teleporters for each zeppelin and the player can "hack" one by changing it's target while he's inside the vehicle; enemy players can go up there and switch back to it's previous target, and therefore the zeppelins themselves become compact battlefields. And there we have the biggest problem related to my idea for Zeppelin. How can we make moving models that are ping friendly with a game engine as unstable as Source? It might be possible, but at the same time it could be very costly both in time and resources. In fact, making the players going up and down just to change the course of the game breaks the flow of everything. We just get rid of the zeppelins' switches and possibly the teleporters and it gets less convoluted.
Anyway, to sum it up, the round ends when one of the bases survives; the survivor gets the golden cup and the the last team to get hit by one of the zeppelins gets the silver cone, just as straight forward as in LTS.
Probably these changes to Territory only to accomodate the inclusion of the zeppelins almost turns it into it's own game mode or something straight out of Objective Push, but hey, it's worth trying it out, right?
Belly hazard could be re-imagined in wallworm as a small fun map perhaps for hurtcules? To me there is much potential for the variety of structures to duel on and the models mysteriously inside of the belly of the beast that makes the map fun.
Any takers for wrapping up cara? Spock, assigir, schatz, pache, agsma, felis, spirrwell, koko, miggog? There are also those amazing posters to go in the Caramount theater entrance room.
Co-Lead | Level Designer
I think Bellyhazard should be either a Trinket Wars or a Deathmatch map, because the lts version is way too convoluted (quite a recurring theme of Tschoppo's maps, surprisingly enough) and the sudden death mode, while pretty amusing, it's too fast for any player who's trying hard to climb up to the top. Team Deathmatch would be an ideal game mode so that we can make use of the fleshy trampolins, as seen in the current version of Bellyhazard.
We would need a Caramount model or texture for the signage, and models for the poster borders ideally.
Bellyhazard could have multiple game modes. The stomach acid could be slowed down.
Co-Lead | Level Designer
The Knights have conquered the Beast's Heart.
Co-Lead | Level Designer
There's still rain indoors, and it only seems to come down when on the floor, and not when your on the stairs.
This texture here still flickers, you can kind of see it in this screenshot.
Not a huge issue, but I suggested he use an invisible brush to smooth over the bridge, as you can get caught here when walking forward.
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview
It's yours!
Co-Lead | Level Designer
My first date with te_forum was at 15 april 2012, on developer test stream. wooohohohohoooo
http://imgur.com/a/ABk9w
and please delete link with unreleased and unfinished pvk_stranded
I will make textures, edit textures, create shaders/vmts and the like.
I can go for that. It's a well-known fact that Deathmatch is supported in PVKII, BUT only one map has it and it's not even a unique one (Deathmatch version of tw_fort)
Your soul cannot be saved.
I'd prefer you take one vmf at a time. I feel lts_beach would be best for you as its closer to completion than forum.
My suggestion for you is as lts beach is missing a sudden death you could transform it into a territory or deathmatch map by expanding the beach and turning it into an island. Could be done by copy and pasting the map then rotating 90 degrees and filling in the rest.
Message me with a concise expression of interest and why you would make a good candidate for being the lead mapper and show samples of your best work.
As this is our content handing over to you, we'd like to have our say in when the map is good enough to release as an unofficial community classic.
Co-Lead | Level Designer