Map Name: Fadeout
Author: [WTF?]Chemical
Burn
Map Type: Capture the flag variant
Web Site: Chemaps
Download: fadeout.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:
10 points per successful capture of the enemy flag. Overview:
I have long reglected my duties as Level Of The Week writer.
My excuse? College. Plain and simple. Although now that i am
finishing that this coming April 2nd, free time will once again
be a concept known to me. Yay for that!
The reasons for my comeback? The promise of HL 2 and the ever
present shadow of TF 2 hanging around, a small rebirth of TFC
maps popping out here and there...
Take your pic!
Moving onto the review, Fadeout caught this reviewer's eye
a few weeks ago with the promise of rejuvenating my love for
capture the flag. Did it deliver? Read on!
(Hint: It made it's way here didn't it?)
Description:
Fadeout was crafted by resident hosted mapper Chemical
Burn from the renouned TFC mapping clan [WTF?].So right from
the start, expectations were high, but i was not disappointed.
The map is a "Shutdown" style capture the flag, which
means before you can run over to the enemie's flag room, you
have to disable their base's security system (The force field
surrounding the enemy flag) in order to grab it. This is achieved
by pushing the conviniently placed button in the base's ramp
room under the caption "Laser control".
The map's high point in this reviewer's opinion is the extremely
effective layout of the map which makes both learning and moving
around a breeze after a minute or two. Each base has 2 respawn/resupply
rooms which are connected together by a small tunnel. The exits
lead either to the flag room's main corridor access or the sniper
deck. This makes defense concentrate out at the base's main
entrance or the flag room, which is killing two birds with 1
stone, because of the "Openfire" style water tunnel
connecting both areas. Attackers don't have to worry about the
laser control as much as they have to actually get to the flag
room and out again, a big problem of most shutdown style maps
which pits the buttons deep inside enemy territory (NOT where
you want to be most of the time!)
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Moving onto the visual side of the map, i
found myself facing a home designer's dileama: Go for the pleasing
and functionnal architecture's pros, or rant about the average
paint job in terms of cons. I decided to go for both. Lighting
in Fadeout will undoubtedly strike you at first. Soothing blue
or pinkish-red? You'll know right from the start on which team
you're on when you first spawn in some kind of tube. There isn't
a spot too dark or too bright anywhere in the map. Lighting
comes both from the skylights everywhere in your base and from
texlights on columns.
Texturing is other side of the coin though. The same old brick
texture on every wall makes things look dull. It's obvious the
architecture is made to stand out with the lighting but a bit
more variation would of been welcomed.
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Also, waterfalls seems to be this map's theme as you see water
pouring from grates on walls to keep things interesting. Most
noticeably are the double waterfalls in the map's middle section
which is filled with steam, making fights in that area slightly
laggy, but very original.
Gameplay wise, you'll see engineers scurying everwhere to build
their SGs and snipers protect both the front of the base and
the flag room. But things move fast in Fadeout and during testing,
the middle area was used an outpost to quickly put pressure
on the enemy base's defense. Every class can shine, but every
class can be brought down.
Conclusion:
Fast "soldier-tested, mother-approved" gameplay
on a solidly built map, a must for any public OR clan server.
-BlackPanther
P.S.: Watch out for the zombie !
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BlackPanther's
Mapping Guide |
How do you make a
shutdown style map?
Shutdown maps have been gaining popularity ever since
the original map (Shutdown) has been released. The basis
of the map is to deactivate lasers (or something else)
in order to get access to the flag.
This may be done with just a simple func_button triggering
a multi_manager that in turn, triggers the env_beam
entities making up the lasers. But it's a good idea
not to use the damage setting of the env_beam to make
the enemy think twice before taking the leap. The entity
just isn't suited for it, and it can not work everytime.
It's best to make a trigger_hurt where there lasers
are that is also turned off with the multi_manager.The
rest is standard CTF entities for the flag capture.
Don't forget to give the button a "delay before
reset" value. 60 seconds should be good, but it
all depends on your map's layout and how much time it
takes go get from the button to the flag.
Also, a nice thing to have in your map is a vox that
yells out something like "Warning! Security systems
deactivated!" to let your team knows when your
flag is vulnerable. But if you do, i beg you NOT to
go crazy with the "volume" setting. Setting
it to 4 is quite enough.
-BlackPanther
Shutdown-Style
Map Tutorial @ TF Mapped
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