Map Name: Crude Control
Author: [WTF?]Huenberry
Map Type: Capture and hold
Web Site: N/A
Download: crude_control.zip
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New Textures |
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New Skybox |
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New Models/Sprites |
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New Sounds |
Scoring:
Base crude tanks:
2 points for the team every 20 secs.
If captured by enemy, they get an immediate
25 points for the team, 10 frags to the player
and 4 points for the team every 20 secs.
Center crude tanks
1 point to the team every 10 secs.
2 Frags to the capping player.
Overview:
It's been a while since a new LOTW has been posted here on
PlanetFortress. Not only do i blame myself, but i also blame
the noticeable slowdown of the TFC community. What with all
the hype about the new HL2 and impending TF2, it's understandable,
but it's a shame that PF isn't what it used to be. Anyway, the
LOTW is back. And surprise, surprise! It's another [WTF?] creation!
Crude Control is a king of the hill variant in which you must
capture and hold the different tanks spread around the map to
rack up the points. Rockets fly, grenades explode and players
run, yet there is no danger of a black tide! Read on!
Description:
For starters, Crude Control was made by [WTF?]Huenberry, a
member of the renouned mapping clan [WTF?] which is responsible
for pumping out some of the finest TFC maps around. Even though
this reviewer (myself!) as played pretty much every map made
by them, the quality of this map has not been pre-judged, but
i did have high expectations... I was not disappointed.
Crude control, as it's name suggests, is control map in which
your team has to capture and hold tanks of crude spread around
the 3 main parts of the map: Your base's 2 tanks, the 4 tanks
in the middle of the map and the enemy's 2 base tanks as well,
all of which cannot be recaptured for 21 seconds.
Think its going to be a walk in the park? Think again!
The map is set at night in some kind of rocky setting filled
with lush green grass surrounded by cliffs and a few puddles
of water. Arches carved in the cliffs and ledges spread all
over th map add even more vertical gameplay which is essential
in order to advance on the enemy team and provide a little something
this reviewer like to call the "Death from above factor",
which basicaly means the ability to rain down grenades and sniper
fire to take care of any defense the enemy team might have without
exposing yourself to too much danger. Here, Demomans quickly
demonstrate their potentials to secure the middle area which
has 2 ledges with a layout reminiscent of Warpath, but with
less running. This provides a quick way to get from your spawn
to the main fighting area and retaliate in force.
Every section of the map is "contained" through the
use of buildings at both ends of the middle section which leads
to each team's 2 base tanks, reducing visibility and r_speeds.
Those buildings also have a sniper window to help the offense
"do it's thing". Another good point here. Each base
also has sounds of heavy machinery churning and pumping away
the crude, but it tends to be annoying due to the high volume.
I would of also prefered more different sounds to complete the
"industrial" theme and some more environment sounds
as well but it's still better then nothing.
Lighting is dark, but not dramatically enough to hinder gameplay.
Every important section is lit enough so that players can distinguish
friend from foe, yet in some points, still be able to hide in
the shadows and snipe some heads off or stab someone in the
back. The lighting itselfs mostly comes from spotlights located
sparsely around the map, providing adequate lighting but that's
it. A few glowing sprites and light cones could of been a nice
add-on and enhance the nightime feel.
The map is symetrical, so you don't have to worry about walking
around the map aimlessly. After 2 mins of running around, you've
got it down. The ledges are accessible either by walking from
the base or conc/rocket jumping. Or you can use the many ladders
spread around the map, giving you access to them and the many
roof tops. For the engineer inside of you, this means some serious
sentry gun potential. Maybe not in the middle portion of the
map, but for the bases, you'll have a big defense advantage.
And since you do NOT respawn after all of the crude tanks are
captured (A very good choice by the mapper, since you do NOT
want the fast and furious gameplay to stop), keeping the defenses
up is important at your base, because your 2 tanks can rack
up the enemy team's points alot.
Class usage in Crude Control is perfect. Every class can shine
here. From the fast scout which can secure the enemy base tanks
easily, to the engineer which locks it down. As stated before,
i found the demoman to be a great asset to a team, raining down
pipeboms from ledges and/or setting up pipebomb traps on the
tanks.
Conclusion:
Furious, relentless destruction awaits you. If you keep the
pressure on the enemy team and start capping those tanks, you
can rack up the frags and the team points very fast. Great for
clan matche too!.
-BlackPanther
BlackPanther's
Mapping Guide |
Capture
and hold (Intermediate tutorial)
King of the hill. A very under played type
of scenario due to the level of difficulty
the mapper has to contend with in order to
get the flow and gameplay right.
The relevance to this map? Well "capture
and hold" is the same thing. The difference
in Crude Control is that there is more then
1 capture point and it's not territorial control
but the principle is the same.
Lets take a look first at the middle capture
points of this map. Unlike the base's capture
points, they are NOT captured by anyone at
the start of the map. Let's see how he did
it.
You'll need 2 i_t_g entities at each of your
capture points, one for each team, stacked
over one another or occupying the same space.
Give each one a name (cp1blue and cp1red)
and a goal number(11 and 12). Make each of
them ACTIVE and set the right team to use
each of them. Set the entity to give the number
of frags and team points you want and any
other effects you wish.
When each cap-point is activated it puts
in your team's flag model and removes the
other team's, wether it's there or not. So
youll need 2 into_tfgoals right above the
cap point, set to show each team's flags.
Give them a name like cp1flagblue and cp1flagred,
a goal number (111 and 121) and their state
to REMOVED.
Now go back to the 2 i_t_g entities and change
them so that when the player touches their
team's i_t_g, it restores their team's flag
and removes the enemy's flag. For example,
for the blue team, this can be done by changing
the "If goal # removed " to "111",
"Remove Goal#" to "121"
and "Restore Goal#" to "111".
So, now you have a cap point which can be
used by both team, score points, and have
their flags showing when you run over them.
But how do you set them so they can't be
capped by the enemy team right after you?
Easy!
Have the i_t_g each target a multi_manager
which changes the enemy team's i_t_g's activtion
state through the use of 2 trigger_relay entities.
The first one makes it INACTIVE and the other,
ACTIVE (so the enemy team can cap them again
after a while). Set the multi_manager to trigger
the first one and then the other after a defined
number of seconds.
This is a very quick and simple tutorial
so if you need more info, email
me or check out this tutorial on Territorial
Control over at TF Mapped. |
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