Aquabase will be my third map to be published to the STEAM workshop.
This map will be unlike other TTT maps as it will feature a more complex set of objectives for innocents to complete. The map takes place in an underwater aquatics research facility. The Traitors have launched a massive two-pronged assault on the base; one group attacking the interior underwater while the other unseen group fights the surface security team. Players will take the role of the innocents and traitors trapped below in the underwater base. Throughout the round, game_text will appear onscreen detailing the next objective that players must complete.
[B][U]List of objectives:[/U][/B]
[B]1)[/B] Innocents must reach the Broadcast Center and send a distress call to the security team topside.
**Upon using the terminal, players will find that the assault has sapped it of its power, and a Power Core will be needed to restore it.
**The power core needed is in a storage locker protected with a keypad.
[B]2)[/B] Innocents will have to find the notepad that has the locker's password written down on it.
**There are six spawn locations that the notepad could appear in.
[B]3)[/B] Innocents must go to the storage locker and retrieve the power core. From there they must return to the Broadcast Center and send the distress call.
**Surface Team will radio in claiming that they are unable to aid the Innocents due to heavy fire from the traitors up top.
[B]4)[/B] Innocents must survive 3-5 minutes while Surface Team deals with the traitors up top.
**During this timeframe, the round will play out like a regular TTT match.
[B]5)[/B] Now is the time for the Innocents to escape!
**They will first attempt to use the elevator beyond the front lobby. Upon approaching the door, an explosion will be heard signaling that the elevator has been destroyed to the heavy assault.
**Players will then have to make a detour to the teleportation labs beyond the large Aquatics Testing Bay.
Upon a player reaching the Aquatics Testing Bay, all players not inside will be teleported there in 30 seconds. After that, they will all be locked inside. From here, one of two endings will take place.
[B][U]Ending #1[/U][/B]
There are four wall slots with yellow 'n' black taping. These are one-way doors that will only let TRAITORS pass them (similar to the detective room on Innocent Motel). Upon passing through, they will be teleported to the control booth overlooking the testing bay. A big red button will be inside, but it will only be unlocked when ALL the traitors are inside the control booth. They will have 60 seconds to get in and press the button.
Ending #1 takes place if the traitors fail to accomplish this. After the 60 seconds pass, the button is rendered unusable and the door leading to the teleportation labs is opened up. From there, Innocents will have to use the control terminal to activate the teleporter and then run through it, where they will be sent to the surface and greeted by the security team up there. Upon a single player passing through the teleport, the Innocents will win.
[B][U]Ending #2[/U][/B]
There are four wall slots with yellow 'n' black taping. These are one-way doors that will only let TRAITORS pass them (similar to the detective room on Innocent Motel). Upon passing through, they will be teleported to the control booth overlooking the testing bay. A big red button will be inside, but it will only be unlocked when ALL the traitors are inside the control booth. They will have 60 seconds to get in and press the button.
Ending #2 takes place if the traitors get inside the control booth and press the button. If that happens, then the door to the teleport labs will be locked indefinitely. The chamber will partially flood with water, and the Ichthyosaur that players will have seen in one of the earlier testing chambers will be teleported inside. The Ichthyosaur acts as a boss with 500hp. Each shot dealt to it will subtract 1hp from its counter. The Ichthyosaur will ALWAYS have 500hp to encourage traitors to reduce the Innocents' numbers as much as possible before they reach the Aquatics Testing Bay.
When summoned, the boss will swim around the area on a set of path_track entities. To keep it from being predictable, the path_track destinations will be switched around at random intervals. The boss will do a 1HK to anyone it touches. To prevent Innocents from killing each other in crossfire, a func_hurt brush encompasses the entire area, and will deal -100hp in damage every second (healing Innocents to full health every second). To keep them from delaying until time runs out, Innocents will have 2:06 minutes to kill the boss (which is also how long the boss's music will last). If they fail to kill the boss in that timeframe, the func_brush that was healing them will have its damage output changed to 500, killing all Innocents instantly. During the entirety of the battle, Traitors will look on from the control booth. They should not plant C4 charges, as there is not enough room inside for them to get away from the blast and survive.
If the Innocents manage to kill the Ichthyosaur, the glass pane in the control booth will break, all props inside will be deleted, and the traitors will be ejected into the main testing chamber for one last battle with the Innocents.
[B][U]Tour[/U][/B]
To give you a better sense of the map, I've created this tour to show you how the map looks so far.
If you think there is something that needs to be changed, removed, added, or if the whole map needs to be redone, please let me know.
[B]EDIT: Sorry about the video being private; I forgot I set it to that when I first uploaded it. The tour video is now set to Public, so anyone can view it.[/B]
[video=youtube;UcklPtwa5OQ]https://www.youtube.com/watch?v=UcklPtwa5OQ[/video]
The roof looks a little bland. Maybe add I-Beams every 2nd pillar or something to break it up. Also, maybe stylize the lighting a bit more. Looks like an interesting idea, looking forward to playing the finished product :D
[QUOTE=butrcupp;50121956]Also, maybe stylize the lighting a bit more.[/QUOTE]
I'm a bit unclear as to what you're trying to say there.
This screenshot shows the current lighting setup I have for most of the base.
[img]http://i.imgur.com/htI6MfK.jpg[/img]
I have most of the lights set to quadratic with a value of 1, while the florescent lights (like the one found in cs_office) are set to Linear with a value of 1. Should I change the values around, or make some of the lights flicker? What I'm thinking is maybe having a logic_timer fire off at random intervals after the round starts that will periodically make the screen shake and the sound of a C4 exploding in the distance play (to imply the battle between the security forces up top and the traitors), at which point the lights will flicker, or maybe I can't do that... Actually now that I'm typing this I'll try to see if I can work that out. If that sounds like a bad idea please let me know.
I think your ideas are good and would add some much needed atmosphere. You might also want to look into soundscapes for that, env_soundscape is pretty easy to set up.
I think the point with the lighting was to make those lights not pure white, normally with lights of those ceiling dome types they tend to be a slight yellow tint. Also you might want to try focusing on making your map feel more like an underwater base. I'm not trying to be overly critical here but at the moment it looks like a bunch of non-descript rooms whcih do have a decent amount of detail in places and some good ideas with that, but I don't immediately get the impression of "underwater aquatics research facility". I'd personally put more pipes around, maybe make the spaces feel more claustrophobic as you might need to withstand the large amount of water pressure in an underwater base. You might want to have a look at Frictional Games' SOMA for some inspiration.
Lights are never white. Never. Read up on it.
Generally your map lacks detail. You need to add staticprops, decals and smaller detail to your map pretty much everywhere, dont go overboard with tiny things though.
Your texture choice is poor. Dont use the blandest possible concrete textures for everything. Use textures that have trims and interesting features. Also dont use floor textures on walls and the other way around.
Generally your map lacks definition. All areas are vague and not really defined. You should have a general idea for every part of the map. What is it supposed to be? What kind of stuff do I expect to see here?
Reference pictures are very important to have. Sure, there are not many real life aquabases, but use images of a ships/submarines interior or a bunker, idk, but find some images and you will quickly give your map a visual identity, something it lacks right now. Not to mention you should look at other similar maps to see how its done. Theres lots of tutorials everywhere too.
All in all, keep going. You mastered the basic stuff, now its time to make your map look nice.
The Constant/Linear/Quadratic fallout is tricky to matter. If you look hard enough, you're likely to find a few pictures of people playing around with it, and what kind of effects they provide. And they are subtile ones. And the factors in setting up these values are going to take you a while to get down.
Make sure you pick the right entity that suits that specific light. Avoid spamming lights everywhere down the road, especially where you just copy paste the same setting everywhere.
And gernade man is right, no such thing as a white light.
What you want to check on is color temperatures. Heres a little chart on the temperatures/colors
[img][IMG]http://lowel.tiffen.com/edu/images/colortemp/colortemp.jpg[/IMG]
(Changed the img for better references)
You're going to have to decide what kind of light it is too. Like incandescence is only in the "warm" side of things. While florescence can run from 2000 -> 5000. LEDs are generally considered cold lighting. This isn't very difficult to get down pat, you'll just have to get into making believable lights.
What I mean is add more colour and varied lighting styles throughout the map and add some more details and trims etc (like stated by Richard and Grenade Man).
I honestly feel like this would make a better co-op adventure map than a TTT map.
You should try the co-op adventure map genre.
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