Clock Crew

Arts & Leisure => Gaming & Technology => Topic farted by: iPodClock on July 04, 2008, 11:07:34 AM

Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 11:07:34 AM
Okay, I saw interested people in the thread about making maps for source games, and I began planning a map for TF2, based around the CC.

 CP_BlackmagicDay
The infamous BitClock is planning to launch missiles at all Clockcrew members under 13.
The RED Team must stop him, whilst the BLU team must stop the RED's from ruining this glorious day.

The sky scraper is split into 13 Floors.

Floor 13 - The Gold Mine aka BitClock's Office
(Above Ground)
Features
MeatClock Moves across the Room like a Train.
Final Control Point
Music
Money Money Money - Abba

Floor 12 -
Under 13 Missile Launch Bay (Above Ground)
Features
Missile
4th Control Point
Music
The Final Countdown

Floor 11 - The BLU Spawn (Above Ground)
Features
BLU Spawn
Trap Door
Music
I'm Blue - Eiffel 65

  Floor 10 - Peggy Storage Facility. (Above Ground)
Features
BLU Spawn
The Helvetica Scenario Safety Bunker (BananaClock Edition)
 Music
Peggy Noises
This Shit is Bananas


 Floor 09 - Moving Pictures (Above Ground)
Features
Duck.Fla Walls
Trap Door + Switch
 Music
Duck.Fla Song
Trapdoor Themetune


  Floor 08 - Tom and Wade's Sexy Club House(Above Ground)
Features
Huge Picture of Wades Wifu
NG Office Esq Desks.
 Music
You're mooi - James Blunt

 Floor 07 - The Void (Above Ground)
Features
Colour Clocks overviewing the battle
Central Pillars for Cover and Double Jumpers.
3rd Control Point
'Water world' Switch - All doors lock and room films with water.
2 Small forts for Sniper fun
 Music
Star Wars Music - Ripped from 'L' by OrangeClock
Yellow Submarine - The Beatles

Floor 06 - B
(Above Ground)
Features
All walls white, with a Large red B
 Music
Patrick Stewart on Sesame Street

Floor 05 - The Dark Room (Above Ground)
Features
Only lit by red lights
Secret Entrance to the ventilation.
 Music

Some sort of soft Jazz

Floor 04 - Festers Quest(Ground Floor)
Features
Flashing Colours for walls ie. Seizures.
 Music

Festers Quest Theme.

 Floor 03 - The RED Spawn (Basement)
Features
Flashing Colours for walls ie. Seizures.
 
Elevator to Gas Chamber
 Music
99 Luftballoons


  Floor 02 - .Fla Library (Basement)Features
RED Spawn
Locklegion Prison
The Green Door
Music
Lemon Tree - Blindmelon
Talking Door Knockers from The Labyrinth
 
Floor 01 - The Gas Chamber
(Basement)
Features
The Switch to the Helvetica Scenario
The Helvetica Scenario Bunker (Tiny Tim Edition)
 Music
Having a Wonderful Time - Tiny Tim
AVE SATANI- GREGORIAN
General Sounds
Countdown gameshow theme. - Last 30 Seconds of each round.
TEH EDN - The 'You Fail' sound
'STRAWBERRYCLOCK IS THE KING OF THE PORTAL' - The 'You Win' Sound
Air Raid Siren - Signal to get to a Bunker to avoid Helvetica.


I made a quick pixel tower to show you how the level are numbered.
Level 4 is the ground floor, below it is the basement, unless you haven't been paying attention


   VERY EARLY AND SHIT MAP LAYOUT PLAN (http://img364.imageshack.us/img364/1944/iamawarethismakesnosenskf1.jpg)

 SCREENSHOT 1 (http://i127.photobucket.com/albums/p144/charlietizard/1.png)
SCREENSHOT 2 (http://i127.photobucket.com/albums/p144/charlietizard/2.png)
SCREENSHOT 3 (http://i127.photobucket.com/albums/p144/charlietizard/3.png)
SCREENSHOT 4 (http://i127.photobucket.com/albums/p144/charlietizard/4.png)
SCREENSHOT 5 (http://i127.photobucket.com/albums/p144/charlietizard/5.png)



That's what I got so far, it's go to be made even more hilarious, Autoplays etc.

Anyone want to get involved?

Current List of Contributors!
Tremclad - Hammer/Mapping Mistro
iPod - Design/Textures and Materials.
FiremanClock - PEGGYS
Blackmagic - Sounds
Topcatyo - General Awesome
Sockpuppet - General Awesome
Camo - Sounds
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 11:13:07 AM
ps post your ideas and shit itt
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 04, 2008, 11:24:03 AM
Sounds complicated as hell.
But also sounds extremely epic.
Also for the void room, you should have 3 exits. The first goes to red, second blue and the third you fall to your death for there isn't anything there yet. Or maybe have the 3rd exit take you to a random level in the building.
Cept you can't see what is on the other side of the doorways.
There should also be a view of Lock Legion Inc. through some of the windows in the building. And in the basement you can see a missile.
A keypad should be placed somewhere in which if you put in the code 28240 the missile blows up Lock Legion Inc.
And yeah.
Title: CCHQ - A Map for Team Fortress 2
Post by: camoclock is a great man on July 04, 2008, 11:31:21 AM
Instead of doing it in one skycraper, make two smaller skyscrapers with the field between the skyscrapers being the neutral command station
Title: CCHQ - A Map for Team Fortress 2
Post by: SockpuppetClock on July 04, 2008, 11:45:02 AM
This sounds interesting, so I'd love to be involved with this, but I'd probably never get anything done due to my bad habits involving making things!
Title: CCHQ - A Map for Team Fortress 2
Post by: ChocolateCoffin on July 04, 2008, 11:53:47 AM
I should be in it!
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 04, 2008, 11:54:09 AM
The first floor of the skyscraper should be a lobby and have a giant B statue in the middle of it.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 12:02:09 PM
Quote from: oɦʇɐʞdoʇ;1354266The first floor of the skyscraper should be a lobby and have a giant B statue in the middle of it.

well what I designated the first floor is actually the Basement.

and if you read it the Ground Floor is the welcome Lobby.
Title: CCHQ - A Map for Team Fortress 2
Post by: l1fty on July 04, 2008, 12:03:56 PM
i agree that there should be two skycrapers instead. with ctf maps both teams should have virtually the same bases, else it's kind of biased
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 12:09:36 PM
Quote from: FIREMAN;1354222Sounds complicated as hell.
But also sounds extremely epic.

Hell yeah

Quote from: FIREMAN;1354222Also for the void room, you should have 3 exits. The first goes to red, second blue and the third you fall to your death for there isn't anything there yet. Or maybe have the 3rd exit take you to a random level in the building.
Cept you can't see what is on the other side of the doorways.

There's 2 exits at the moment,
To the floor Below and the Floor Above, but there is also 2 more entrance only things in the form of vents.

Quote from: FIREMAN;1354222There should also be a view of Lock Legion Inc. through some of the windows in the building.

That would make a really good Skybox actually, you can see LL Inc, and the rest of a huge city.

Quote from: FIREMAN;1354222A keypad should be placed somewhere in which if you put in the code 28240 the missile blows up Lock Legion Inc.

I preferred your idea about the Anti-Clockfriend missiles so I used that :)

Quote from: CamoClock;1354230Instead of doing it in one skycraper, make two smaller skyscrapers with the field between the skyscrapers being the neutral command station

That could work but doesn't really make much sense!

Quote from: SockPuppetClock;1354251This sounds interesting, so I'd love to be involved with this, but I'd probably never get anything done due to my bad habits involving making things!

Get motivated!

Quote from: ʎɹɹǝqlıʌǝ;1354265I should be in it!
if there is a shit indie music room then you can be in that

Quote from: arneklok;1354282i agree that there should be two skycrapers instead. with ctf maps both teams should have virtually the same bases, else it's kind of biased

The floors are going to be similar.
I wasn't planning on making the map unbalanced!
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 04, 2008, 12:09:37 PM
Also should have a pit of death in a few places, with piles of locks in them.
A nice feature would be to have a section where you could go outside. Maybe have a ventalation shaft coming up from the underground levels and a fire escape leading to the higher levels. Have part of the ventalation shaft branch off into the gas chamber, except it's the wrong chamber and you get ignited. Have the other end go a level or two up.
The fire escape should have some bits of it that collapse upon walking so if you head the wrong path you'll fall to your death.
Also if you shoot a Peggey you should die.
Another thing to do with the keypad is that if you put in 33008, a UFO will do something nifty and then Meat/SteakClock will do something nifty.
Also if there where the Lock Legion Inc. tower visible from windows or as the opposing building it'll need the goatse radar.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 12:16:01 PM
Quote from: FIREMAN;1354292Also should have a pit of death in a few places, with piles of locks in them.

Hell yeah nigger.

Quote from: FIREMAN;1354292A nice feature would be to have a section where you could go outside. Maybe have a ventalation shaft coming up from the underground levels and a fire escape leading to the higher levels. Have part of the ventalation shaft branch off into the gas chamber, except it's the wrong chamber and you get ignited. Have the other end go a level or two up.
The fire escape should have some bits of it that collapse upon walking so if you head the wrong path you'll fall to your death.

That'd be very cool.
I would much rather it be Fire Escape than Ventilation, but I feel like I am over extending myself, since I've never made a map. LOLOLOL


Quote from: FIREMAN;1354292Also if you shoot a Peggey you should die.
Yes.

Quote from: FIREMAN;1354292Another thing to do with the keypad is that if you put in 33008, a UFO will do something nifty and then Meat/SteakClock will do something nifty.

Hahaha, that's a cool idea.

Quote from: FIREMAN;1354292Also if there where the Lock Legion Inc. tower visible from windows or as the opposing building it'll need the goatse radar.

THE SUPER GOASTE BROADCAST SIGNAL DEVICE.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 12:19:12 PM
around the void room there should be some buttons and when you push them they do shit, like poor $500 steaks into the room etc.
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 04, 2008, 12:29:57 PM
Quote from: Charlie.;1354302around the void room there should be some buttons and when you push them they do shit, like poor $500 stackes into the room etc.

Have one send 500 duck.fla's into a portal.
And then an angry cow storms through the room, killing everything in its path.
One that summons StrangeClock and then everything goes batshit insane because of his impossible shape.
Maybe have somewhere a teleport which is Frogbag, simply jump in and you land in the void room or something like that.
Also Dwarfinator needs to be in the Peggey room with Tangerine.

EDIT
Also the count down timer should be to the end of the match for the missile.
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 04, 2008, 12:40:57 PM
Rather than making it two skyscrapers, you could just have one team start on the top floor and one start on the bottom floor and the control points are in every other room.
That way each floor is a battlefield, and the teams have both balanced sides.
Title: CCHQ - A Map for Team Fortress 2
Post by: WreckingBallClock on July 04, 2008, 12:42:00 PM
Elevator would be nice. Also, you made me want to buy Orange Box and XBL just to see this monster.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 12:52:46 PM
Quote from: oɦʇɐʞdoʇ;1354319Rather than making it two skyscrapers, you could just have one team start on the top floor and one start on the bottom floor and the control points are in every other room.
That way each floor is a battlefield, and the teams have both balanced sides.

Have you even read the first post?

It's a CTF map, you are stealing Good/Bad Threads essentially.
and the teams start 2 floors Above or Below their intelligence room.
Look at the names of the floors for more.

Quote from: SuperSexyIntelligentMan;1354320Elevator would be nice. Also, you made me want to buy Orange Box and XBL just to see this monster.

There is no custom maps on XBL, Or so I Assume.
Get it for PC you motherfucker.

Quote from: FIREMAN;1354311Have one send 500 duck.fla's into a portal.
 And then an angry cow storms through the room, killing everything in its path.
 One that summons StrangeClock and then everything goes batshit insane because of his impossible shape.
 

Those are cool ideas, I'm thinking one button that fills the room with gas, and slowly drains your health.
a button that closes all the entrances for 30 seconds, so whoever is in there is trapped, and allows Engineers time to build stuff.

Quote from: FIREMAN;1354311Also Dwarfinator needs to be in the Peggey room with Tangerine.
 

Done.

Quote from: FIREMAN;1354311EDIT
 Also the count down timer should be to the end of the match for the missile.

Thats what I wanted at first.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 01:18:59 PM
Quote from: TrickyClock;1354348I would like to support this, although I am batshit with entities.

Also I was thinking more of something like the map MARIO_KART with this CCHQ in the middle of the map.

well I dont play custom maps because they are usually all shit so I have no idea what you are talking about, but hopefully this map will be awesome.
Title: CCHQ - A Map for Team Fortress 2
Post by: WreckingBallClock on July 04, 2008, 01:30:57 PM
Quote from: Charlie.;1354325There is no custom maps on XBL, Or so I Assume.
Get it for PC you motherfucker.

Got it.
Title: CCHQ - A Map for Team Fortress 2
Post by: AirPumpClock on July 04, 2008, 01:38:07 PM
The problem I see with this is that blue team has the advantage of gravity. Blue team can just jump down steps, while red team has to walk all the way up. Also, you don't want the stairs to be too thin, because that makes too many chokepoints. Also, the close-the-doors-for-thirty-seconds would also be a disaster, because it would make the same effect: too many/too strong chokepoints, and you'd get Sentry-o-rama.

This might be better as an attack/defense map, like gravelpit or dustbowl. I think it would be need to have two towers connected by both an underground tunnel and a parking lot, or perhaps have the two halves of the building separated by a wall, and have the only way to cross between them be at the bottom. It's always important that the sides are even on a CTF map, except for decorations and the middle. If you want to execute your original idea, I think that attack/defense would work better. Red team tries to get up to BitClock's gold room, and blue team tries to defend it.

EDIT: Also, the two buildings might be a good idea, to allow snipers to have some fun. Probably just one sniper deck though, like on the second or third floor or something.
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 04, 2008, 01:40:28 PM
There don't need to be stairwells.  The stairway could be a huge stairway that leads up to the next floor kinda like an escalator in a mall, if you know what I mean.
I'll draw it out.
And, while one team may have gravity on their side, the other team could build some sentries to even the odds.
Title: CCHQ - A Map for Team Fortress 2
Post by: AirPumpClock on July 04, 2008, 01:53:20 PM
Quote from: oɦʇɐʞdoʇ;1354379There don't need to be stairwells.  The stairway could be a huge stairway that leads up to the next floor kinda like an escalator in a mall, if you know what I mean.
I'll draw it out.
And, while one team may have gravity on their side, the other team could build some sentries to even the odds.

Ah, I guess the element of surprise would be fun.

Plus, a map doesn't really have to be serious to be fun. Look how many servers play Mario Kart.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 01:53:28 PM
Quote from: AirPumpClock;1354377The problem I see with this is that blue team has the advantage of gravity. Blue team can just jump down steps, while red team has to walk all the way up.

I had thought about that, and you are totally right about gravity.
I guess a cp_tinclock map is in order.

Quote from: AirPumpClock;1354377Also, you don't want the stairs to be too thin, because that makes too many chokepoints. Also, the close-the-doors-for-thirty-seconds would also be a disaster, because it would make the same effect: too many/too strong chokepoints, and you'd get Sentry-o-rama.

Nothing wrong with sentrys. As long is there is more than one way up it's fine.
Plus the map doesn't have to be perfectly balanced for every class as long as it's fun.

Quote from: AirPumpClock;1354377I think it would be need to have two towers connected by both an underground tunnel and a parking lot, or perhaps have the two halves of the building separated by a wall, and have the only way to cross between them be at the bottom. It's always important that the sides are even on a CTF map, except for decorations and the middle.

ctf_cc2fort =/= good idea.
Title: CCHQ - A Map for Team Fortress 2
Post by: AirPumpClock on July 04, 2008, 02:08:05 PM
Quote from: Charlie.;1354396ctf_cc2fort =/= good idea.

Eh, now that I think about it that way, I guess that's actually a pretty shit idea, having two buildings. The idea that you have in the first post should be fine.

Although make sure you add a ton of Clock Crew-related secrets, gags, switches, and doohickeys. Those are always fun. ;)
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 02:14:38 PM
Guys I am currently doing a quick flat version of the map, things would change, but I have included alot of Stairwells as I think they will make this map fun for Demomen and Pyros to camp, as well as making them fun for people to attack.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 02:18:42 PM
Quote from: AirPumpClock;1354412Eh, now that I think about it that way, I guess that's actually a pretty shit idea, having two buildings. The idea that you have in the first post should be fine.

Although make sure you add a ton of Clock Crew-related secrets, gags, switches, and doohickeys. Those are always fun. ;)

That was the original plan, it's not like this map is going to take off and storm the world.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 02:32:50 PM
Airpump I just remembered something else, Teleporters would be in use on this map alot to avoid going up stairs and stuff so that would make it even less of a problem
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 03:01:03 PM
(https://clockcrew.net/talk/proxy.php?request=http%3A%2F%2Fimg364.imageshack.us%2Fimg364%2F1944%2Fiamawarethismakesnosenskf1.jpg&hash=5e1524642d4cdb49574c1fae365ef3360d487899)

Heres a rubbish basic plan with the entrances and stuff marked.

green dots are intel
purple shapes are Health and Ammo
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 04, 2008, 03:02:33 PM
I drew my idea for the stairs in MSPaint.
(https://clockcrew.net/talk/proxy.php?request=http%3A%2F%2Fimg224.imageshack.us%2Fimg224%2F3545%2Fideart4.png&hash=7ab3b99fb5529d8a5b446c71669be37597348e15)
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 03:05:27 PM
Quote from: oɦʇɐʞdoʇ;1354442I drew my idea for the stairs in MSPaint.
picture

Brilliant idea.
Title: CCHQ - A Map for Team Fortress 2
Post by: PolyhedronClock on July 04, 2008, 04:09:49 PM
There was a map simallar to this by the same guy who made that MarioKart map, harbl_hotel I believe. It was a fun map, tons of shitty 4chan meme's though, and it was impossible to play forever because it was small. If you're going to want to make this playable, I'd recommend having tall roofs, and make sure that each floor is big. Large enough to have different routes and all those snazzy effects, but small enough to tell it's still a HQ.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 04:44:15 PM
Quote from: The Spout;1354498There was a map simallar to this by the same guy who made that MarioKart map, harbl_hotel I believe. It was a fun map, tons of shitty 4chan meme's though, and it was impossible to play forever because it was small. If you're going to want to make this playable, I'd recommend having tall roofs, and make sure that each floor is big. Large enough to have different routes and all those snazzy effects, but small enough to tell it's still a HQ.

My idea is based on that map. I love it.
Title: CCHQ - A Map for Team Fortress 2
Post by: Exclamation Mark on July 04, 2008, 06:46:53 PM
I was going to suggest how about making it a PL map so that the clocks (blu) have to arm the anti clockfreind missile launcher whilst the clockfreinds (red) have to defend it?

Maybe it could go vertically and perhaps have lower gravity so you could jump to the payload without rockets?

or perhaps in a spiral?
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 04, 2008, 06:55:33 PM
Quote from: Medic;1354616I was going to suggest how about making it a PL map so that the clocks (blu) have to arm the anti clockfreind missile launcher whilst the clockfreinds (red) have to defend it?

Maybe it could go vertically and perhaps have lower gravity so you could jump to the payload without rockets?

or perhaps in a spiral?

that would be cool, but I like how it is now!
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 04, 2008, 08:28:02 PM
A point I'd like to make with gravity. Since it's ctf it'll only aid blu in heading towards red but red can make use if it for when they grab the flag.

Also I think all the levels should be about the size of the centre of turbine, if not bigger.
You can then have snipers come in to the picture along with scouts. The stairs creat a good use for demomen, pyros and maybe the engineer.
I think the engineers main use would be the defending of the intel.
Also you should provide some area's that you can only rocket jump/doublejump on. Makes people feel cool and useful.
I think I'll have to try and make a 3d mock up of the map tonight.
Title: CCHQ - A Map for Team Fortress 2
Post by: PolyhedronClock on July 04, 2008, 08:47:54 PM
Also, you got to add a ton of secret rooms into this somehow. Atomic Bar would be one that comes to mind, while I'm sure there's a ton of other little things.
Title: CCHQ - A Map for Team Fortress 2
Post by: AirPumpClock on July 04, 2008, 09:48:10 PM
Quote from: FIREMAN;1354662A point I'd like to make with gravity. Since it's ctf it'll only aid blu in heading towards red but red can make use if it for when they grab the flag.

Also I think all the levels should be about the size of the centre of turbine, if not bigger.
You can then have snipers come in to the picture along with scouts.

First point, makes sense. Second point, definitely yes if possible. Third point, I'd love to see snipers peeking around the edge of a giant B and sniping. The B would make great cover all around.

Quote from: oɦʇɐʞdoʇ;1354442I drew my idea for the stairs in MSPaint.
http://img224.imageshack.us/img224/3545/ideart4.png

That's almost exactly what I was thinking, a nice wide bunch of stairs, but I was thinking more of one wide staircase in the middle, then halfway up it splits into two narrower staircases that continue going up in the opposite direction, like this:



Skinny stairwells would be a perfect way for engineers and demos to completely demolish the other team with minimal effort by clogging up the entrance so that not even a spy could get through without sap spamming. I can understand camping the intel room, like on 2fort or whatever (and that even has two entrances), but anywhere else, a chokepoint that small would be frustrating for the losing team and way too easy for the winning one. If sentries and demomen are almost single-handedly running the game, that's no good.
Title: CCHQ - A Map for Team Fortress 2
Post by: TabascoClock on July 04, 2008, 10:11:53 PM
So far things sound great, I can't wait to see the map. I don't have many ideas but I think it would be cool to include some other classic Clock Crew characters such as the Pube Muppet or mr artist, etc.
Title: CCHQ - A Map for Team Fortress 2
Post by: Flounderpa on July 04, 2008, 10:51:46 PM
Try adding something on the third floor...some cameos of SBC or someone red (it can be me).
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 05, 2008, 08:03:40 AM
UPDATE:
I've spent today making a 3D version of the map in google sketchup and it's coming along nicely.

I'd like to add the Void Room is now 8 Floors Tall, and 2 Floors Wide.

Shit just got real.
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 05, 2008, 10:08:16 AM
lol I already had hammer open before I went in the forum, I was going to ask if anyone could link me some tutorials, if I had some basic idea on how hammer worked I'd gladly help. but right now :confused: = me
Title: CCHQ - A Map for Team Fortress 2
Post by: SpongeClock SquarePants on July 05, 2008, 10:18:03 AM
is a map that 2000 floors high even remotely fun to play????
Title: CCHQ - A Map for Team Fortress 2
Post by: camoclock is a great man on July 05, 2008, 10:23:18 AM
Quote from: SCSP;1355037is a map that 2000 floors high even remotely fun to play????

rocketjump heaven
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 05, 2008, 10:23:44 AM
Quote from: SCSP;1355037is a map that 2000 floors high even remotely fun to play????
you ever played harbl_hotel?
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 05, 2008, 10:50:47 AM
Quote from: PowerGloveClock;1355032lol I already had hammer open before I went in the forum, I was going to ask if anyone could link me some tutorials, if I had some basic idea on how hammer worked I'd gladly help. but right now :confused: = me

http://www.halfwit-2.com/?page=tutorials&category=1
fwoooshhh
I haven't done too many of them but they're nifty.
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 05, 2008, 11:00:59 AM
Quote from: FIREMAN;1355057http://www.halfwit-2.com/?page=tutorials&category=1
fwoooshhh
I haven't done too many of them but they're nifty.
fwoooshhh is damn right, thanks man
Title: CCHQ - A Map for Team Fortress 2
Post by: SockpuppetClock on July 05, 2008, 11:28:16 AM
If you want a bigger source of information regarding the Source SDK, just go to its own wiki!

http://developer.valvesoftware.com/wiki/SDK_Docs
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 05, 2008, 11:31:35 AM
Quote from: SockPuppetClock;1355073If you want a bigger source of information regarding the Source SDK, just go to its own wiki!

http://developer.valvesoftware.com/wiki/SDK_Docs
Thankees to you sir
Title: CCHQ - A Map for Team Fortress 2
Post by: rockstar on July 05, 2008, 11:36:21 AM
Dude make the map it looks sweet and when your done tell me because I will have TF2 for the comp in like a week.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 05, 2008, 11:52:19 AM
Quote from: SCSP;1355037is a map that 2000 floors high even remotely fun to play????

Take a look at the new screenshots and see what you think.
I for one am really looking forward to getting this map into hammer and working, as it looks like it could be incredibly fun.

Quote from: rockstar;1355079Dude make the map it looks sweet and when your done tell me because I will have TF2 for the comp in like a week.

Fantastic, make sure you join the clockcrew group, even though you are dumb.


I'm uploading some screenshots of the stuff I've been working on today.
Title: CCHQ - A Map for Team Fortress 2
Post by: rockstar on July 05, 2008, 11:57:58 AM
Quote from: Charlie.;1355093Take a look at the new screenshots and see what you think.
I for one am really looking forward to getting this map into hammer and working, as it looks like it could be incredibly fun.
 
 
 
Fantastic, make sure you join the clockcrew group, even though you are dumb.
 
 
I'm uploading some screenshots of the stuff I've been working on today.
Why the hell are you calling me dumb
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 05, 2008, 12:08:29 PM
Quote from: rockstar;1355097Why the hell are you calling me dumb

because you are conversation over thanks for not shitting up my thread.

ps. screenshots are now in the first post.
Title: CCHQ - A Map for Team Fortress 2
Post by: THE HELVETICA SCENARIO on July 05, 2008, 12:11:33 PM
I am Blackmagic and I support iPod´s project.
I once dabbled in map making for HL1 so i´ll assist if I can.

Quote from: rockstar;1355097Why the hell are you calling me dumb

Because you are dumb, twatfeatures.

Quote from: SCSP;1355037is a map that 2000 floors high even remotely fun to play????

It will be once the Charlie-Charlie combo gets involved.
Title: CCHQ - A Map for Team Fortress 2
Post by: THE HELVETICA SCENARIO on July 05, 2008, 12:13:17 PM
Quote from: rockstar;1355097Why the hell are you calling me dumb

Because you are dumb, twatfeatures.
Title: CCHQ - A Map for Team Fortress 2
Post by: Exclamation Mark on July 05, 2008, 12:29:29 PM
There should also be a small area outside the building with a instant death for the floor so you can jump out and rocket jump to over floors from the outside.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 05, 2008, 12:30:43 PM
Quote from: Medic;1355120There should also be a small area outside the building with a instant death for the floor so you can jump out and rocket jump to over floors from the outside.

You are right I should add some balconys!
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 05, 2008, 01:35:46 PM
ANOTHER UPDATE:
Some key map features have changed.
The name and the Map type have changed!


CP_BlackmagicDay
The infamous BitClock is planning to launch missiles at all Clockcrew members under 13.
The RED Team must stop him, whilst the BLU team must stop the RED's from ruining this glorious day.

It's an Attack/Defend Style map, with CP's all the way up the building.


Title: CCHQ - A Map for Team Fortress 2
Post by: BreadfruitClock on July 05, 2008, 02:15:43 PM
this will never be done!
Title: CCHQ - A Map for Team Fortress 2
Post by: THE HELVETICA SCENARIO on July 05, 2008, 02:29:23 PM
Quote from: Charlie.;1355164

CP_BlackmagicDay
The infamous BitClock is planning to launch missiles at all Clockcrew members under 13.
The RED Team must stop him, whilst the BLU team must stop the RED's from ruining this glorious day.


I can´t begin to tell you how honoured and hard I am right now.

Quote from: fuck me? fuck you.;1355178this will never be done!

Silence you, I ain´t seen this man so pumped.  We are gonna do it, I was just out getting from fresh audio for it.
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 05, 2008, 02:53:51 PM
Also to help I found a tutorial that tells you all the minimum heights and widths you need http://www.fpsbanana.com/tuts/4923
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 05, 2008, 03:02:15 PM
I'd love to help out with some of the Hammer stuff, but I could never get it to work, even when I tried 4 different tutorial sites.
Skyboxes don't like me :(
But, tell you what.
When you finish the rooms, I'd love to add in the details to the room and whatnot.  Like, desks and firehydrants and shit.
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 05, 2008, 03:03:53 PM
Also, there's some website I know of where you can download prefabs for making maps.  Lemme try and find it, hold on.
EDIT:: Fuck, can't find the site :(
Title: CCHQ - A Map for Team Fortress 2
Post by: THE HELVETICA SCENARIO on July 05, 2008, 03:09:53 PM
I´m currently pushing iPod to include a HELVETICA SCENARIO bunker.
Basically it would be like that cool deathmatch map from HL1 where there would be a button in a bunker which would start an alarm.  Everyone on the map would then rush to the bunker and would have about a minute to get in before the doors finally shut.  Then an atom bomb would drop and kill any player not inside the bunker.

Think that, but with the HELVETICA SCENARIO
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 05, 2008, 03:13:03 PM
That sounds like a hella fun map.
Also I'm confused by what a Helvetica Scenario is.  Is it where some Windows font comes and kills everybody or something?

Also, I just got an idea.
On one of the floors should be a door (that you can't open), and above it is a sign that says "Clockcrew Forums", and as you get closer you can hear the song Smell Yo Dick playing.

Also I'ma open up Hammer now and see if I can give it one more crack.
Maybe doing it with TF2 will make it easier, I dunno.
Title: CCHQ - A Map for Team Fortress 2
Post by: THE HELVETICA SCENARIO on July 05, 2008, 03:31:45 PM
Quote from: oɦʇɐʞdoʇ;1355221That sounds like a hella fun map.
Also I'm confused by what a Helvetica Scenario is.  Is it where some Windows font comes and kills everybody or something?

View the youtube video in my signature for an explanation.
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 05, 2008, 03:51:13 PM
Quote from: THE HELVETICA SCENARIO;1355241View the youtube video in my signature for an explanation.
It really messed that guy's face up.
Title: CCHQ - A Map for Team Fortress 2
Post by: MasterClock on July 05, 2008, 03:51:28 PM
Looks awesome, are there going to be 13 CP's or are you going to spread them out?
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 05, 2008, 03:57:30 PM
FUCK
I was trying to build a barn in Hammer, and it was actually going quite well until the damn program crashed and I didn't save the fuckin' file.
:(
So, I'm also kinda good at building the geometry of places and whatnot.
At least, I'm okay at it.  I can use the vertex editor somewhat.  Nothing extremely complex, though.
EDIT:: Ohshitwait it kept it so I could continue working on it the next time I opened Hammer.
Sweet.
EDIT EDIT:: But it didn't save until after I did all the hard work.  Fuck.
Title: CCHQ - A Map for Team Fortress 2
Post by: Exclamation Mark on July 05, 2008, 04:02:24 PM
How about making it a PL and perhaps try and have it that when BLU gets the bomb (Someone should reskin it to look like a nuke) to the final point the middle would fire and destroy something in the distance?
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 05, 2008, 04:05:32 PM
Quote from: Medic;1355274How about making it a PL and perhaps try and have it that when BLU gets the bomb (Someone should reskin it to look like a nuke) to the final point the middle would fire and destroy something in the distance?
it already looks like a bomb what more could you ask for?
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 05, 2008, 04:08:39 PM
Quote from: Medic;1355274Someone should reskin it to look like a nuke

shut up danny before i come over there and reskin you into a metal dan
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 05, 2008, 05:12:03 PM
First post requires a reread.
Title: CCHQ - A Map for Team Fortress 2
Post by: Exclamation Mark on July 05, 2008, 06:44:59 PM
Quote from: Charlie.;1355281shut up danny before i come over there and reskin you into a metal dan
:(

well it was just more like a rocket so that it wouldn't look ridiculous when flying
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 05, 2008, 08:10:12 PM
Quote from: Charlie.;1354207Current List of Contributors!
Tremclad - Hammer/Mapping Mistro
iPod - Design/Textures and Materials.
FiremanClock - PEGGYS
Blackmagic - Sounds
Topcatyo - General Awesome
Sockpuppet - General Awesome
uhm me?
Title: CCHQ - A Map for Team Fortress 2
Post by: FileCabinetClock on July 05, 2008, 08:11:22 PM
tremclad is amazing, you're in good hands
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 05, 2008, 10:21:29 PM
Quote from: PowerGloveClock;1355466uhm me?

You've not actually done anything yet!
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 06, 2008, 01:21:25 AM
PEGGEY GET


[flash]http://img380.imageshack.us/img380/1236/peggeyzwe0.swf wdith=320 height=200 wmode=transparent[/flash]




Now all thats left is to unwrap and texture the Peggey. After I'm done with this I'll make the clock's that'll take place on the map.
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 06, 2008, 08:08:19 AM
I can do some logos and graphics for each floor and I came up with an idea last night we should have this picture in a frame on corpsegrinder's desk.
http://newsimg.ngfiles.com/5000/5494_Corpsegrindernudeavi.jpg
Title: CCHQ - A Map for Team Fortress 2
Post by: Exclamation Mark on July 06, 2008, 08:36:00 AM
I can get hosting and playtesters if needed!
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 06, 2008, 08:39:23 AM
Quote from: Medic;1355840I can get hosting and playtesters if needed!
I already have that (possibly)
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 06, 2008, 09:01:48 AM
My clan's server is a custom maps server so it'll be pretty easy to coax my clan leader into letting us test there.
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 06, 2008, 09:38:15 AM
starting to get pissy with this peggey, did something wrong with the unwrap along the way and now some of the stripes are providing to be a major pain.
Title: CCHQ - A Map for Team Fortress 2
Post by: ChocolateCoffin on July 06, 2008, 09:47:43 AM
I'm testing this map just so you know.
Title: CCHQ - A Map for Team Fortress 2
Post by: frozennn on July 06, 2008, 10:04:21 AM
Anything else needed at this point?I can help.
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 06, 2008, 10:12:57 AM
3d modellers to make some clocks.

we need CLOCKS god-damn
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 06, 2008, 11:06:04 AM
Peggey is done, now I just need to know how to get the model to work in hammer.

[flash]http://img396.imageshack.us/img396/6017/peggeyfinalrd1.swf wdith=320 height=200 wmode=transparent[/flash]

Quote from: Charlie.;13558933d modellers to make some clocks.

we need CLOCKS god-damn

I've started a list of custom models to make. Along with how far I've gotten along with said model(modelling, unwrapping and texturing).
So far the list contains Peggey, BitClock, MeatClock, RedClock, BlueClock, GreenClock and B(not sure if I'll have to model that).
Those are based off of the first post, tell me the models you'll need and I'll get to work on them.
Going to start BitClock in a minute.
Title: CCHQ - A Map for Team Fortress 2
Post by: SockpuppetClock on July 06, 2008, 11:18:08 AM
Quote from: FIREMAN;1355931Peggey is done, now I just need to know how to get the model to work in hammer.
http://developer.valvesoftware.com/wiki/Category:Modeling

Maybe the articles about compiling and exporting the model will help
Title: CCHQ - A Map for Team Fortress 2
Post by: AirPumpClock on July 06, 2008, 11:34:01 AM
We need the elders in there somewhere, just for Clock Crew's sake.
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 06, 2008, 11:34:32 AM
Quote from: Charlie.;1354207Topcatyo - General Awesome
w00t! :D
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 06, 2008, 01:35:27 PM
We also Need Piney, and Corpsegrinder.
Title: CCHQ - A Map for Team Fortress 2
Post by: ActionClock on July 06, 2008, 10:21:39 PM
I will be able to provide verbal support, and sandwiches
Title: CCHQ - A Map for Team Fortress 2
Post by: GearBoxClock on July 06, 2008, 10:47:23 PM
Quote from: THE HELVETICA SCENARIO;1355218I´m currently pushing iPod to include a HELVETICA SCENARIO bunker.
Basically it would be like that cool deathmatch map from HL1 where there would be a button in a bunker which would start an alarm.  Everyone on the map would then rush to the bunker and would have about a minute to get in before the doors finally shut.  Then an atom bomb would drop and kill any player not inside the bunker.

Think that, but with the HELVETICA SCENARIO

Hey, the HL2DM Map RunOff has something like that as well

MAybe I could Help?

I'm not sure how much I could do though...
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 06, 2008, 11:48:53 PM
Finished BitClock

[FLASH]http://img382.imageshack.us/img382/976/bitclock3ddddddnj9.swf width=320 height=200 wmode=transparent[/FLASH]

Quote from: Charlie.;1356005We also Need Piney, and Corpsegrinder.

Aight added them to my list. Is Elements still in the gas chamber?
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 07, 2008, 12:40:05 AM
Have we already put down the idea that the gas chamber hurts you when you're inside it?
Also, it'd be pretty rad if we put a control point in there.
But these are just ideas.
Title: CCHQ - A Map for Team Fortress 2
Post by: zl on July 07, 2008, 12:46:36 AM
Quote from: Charlie.;1354207
Floor 06 - B
(Above Ground)
Features
All walls white, with a Large red B
 Music
Patrick Stewart on Sesame Street

I imagine it would create a better sense of awe if that room was silent.  In fact, muffling all the standard sounds in that room would be a really cool effect - if that's possible.

But I haven't heard Patrick Stewart on Sesame Street that might be a more perfect choice.
Title: CCHQ - A Map for Team Fortress 2
Post by: Solenoidclock on July 07, 2008, 02:04:56 AM
I have some ideas for Bitler's office.

There is a large server in the corner labeled CC DNS, and if you unplug it then the unopenable door that Topcatyo was talking about turns into an fairly strong black hole until it is reactivated.

Also, his office has a trap mechanism in a phone on his desk that releases an army of noisy wookies in skirts for about fifteen seconds, touching them is instant death.

Oh, and there is a large leaden safe in the corner with a nine-year-old Chinese girl in it. You can figure as to how she is interactive or accessible, but she must be included as Textbook was the only youth Bit was to spare.

Are animations easy enough in hammer? Perhaps make it so that the phone activates the death wookies, and shooting one causes Bit to get up and unplug the DNS. Reactivation shouldn't be on a timer, and the forum door should be in a devastating area.

Alternately you could have a second DNS with a toggle switch in a strategic location to turn it off.
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 07, 2008, 03:50:54 AM
[FLASH]http://img356.imageshack.us/img356/7605/void3je8.swf width=320 height=240 wmode=transparent[/FLASH]

well that was easy

MeatClock is next on the list.
Title: CCHQ - A Map for Team Fortress 2
Post by: frozennn on July 07, 2008, 06:54:10 AM
Those are excellent, Fireman!
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 07, 2008, 08:06:15 AM
http://www.youtube.com/watch?v=Vb4X2DuLisc
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 07, 2008, 11:54:22 AM
[FLASH]http://www.swfpages.com/files/92564meatClockFwoosh.swf width=640 height=480 wmode=transparent[/FLASH]
Quote from: Notoorjus;1356737Those are excellent, Fireman!

aww shucks
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 07, 2008, 12:59:40 PM
Quote from: FIREMAN;1356877[flash]http://www.swfpages.com/files/92564meatClockFwoosh.swf width=640 height=480 wmode=transparent[/flash]


aww shucks

Jesus H Christ I love that.
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 07, 2008, 03:37:08 PM
Quote from: Charlie.;1356791http://www.youtube.com/watch?v=Vb4X2DuLisc
isn't there a way to download youtube videos and convert them to mp3's?

EDIT: also I love the aura around them FIREMAN
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 07, 2008, 03:38:22 PM
I love to aura around them
Title: CCHQ - A Map for Team Fortress 2
Post by: Marlin Clock on July 07, 2008, 04:46:04 PM
There should be a debate forum where flames shoot from either sides of a wall with christians and atheists near the walls.
Title: CCHQ - A Map for Team Fortress 2
Post by: GearBoxClock on July 07, 2008, 05:04:22 PM
Quote from: Marlix Wright;1357097There should be a debate forum where flames shoot from either sides of a wall with christians and atheists near the walls.

Oh! Maybe if there was Glitter-Text Graffiti on some of the walls!
Title: CCHQ - A Map for Team Fortress 2
Post by: WreckingBallClock on July 07, 2008, 05:29:07 PM
Quote from: Charlie.;1356791http://www.youtube.com/watch?v=Vb4X2DuLisc

Patrick Stewart is King of the Portal.
Title: CCHQ - A Map for Team Fortress 2
Post by: Safe___Clock on July 07, 2008, 05:39:05 PM
So can you guys work hammer?
Title: CCHQ - A Map for Team Fortress 2
Post by: PolyhedronClock on July 07, 2008, 08:07:15 PM
Quote from: PowerGloveClock;1355859My clan's server is a custom maps server so it'll be pretty easy to coax my clan leader into letting us test there.

:hi5:

Yeah, their server is great. I spend most of my time on the server he's talking about. Great fun people, full of custom maps.







Also, I pictured BitClock a bit thinner, and I'm pretty sure that's how the design is, not so much cubish. Great work :thumbs:
Title: CCHQ - A Map for Team Fortress 2
Post by: zl on July 07, 2008, 08:48:36 PM
Quote from: Charlie.;1356791http://www.youtube.com/watch?v=Vb4X2DuLisc

I stand corrected!!
Title: CCHQ - A Map for Team Fortress 2
Post by: frozennn on July 08, 2008, 12:59:52 AM
Quote from: The Spout;1357291:hi5:
Yeah, their server is great. I spend most of my time on the server he's talking about. Great fun people, full of custom maps.
Thanks for telling me the ip or the name or whatever :(
Quote from: Marlix Wright;1357097There should be a debate forum where flames shoot from either sides of a wall with christians and atheists near the walls.
Quote from: GearBox;1357110Oh! Maybe if there was Glitter-Text Graffiti on some of the walls!
Haha, yes!

Quote from: PowerGloveClock;1357046isn't there a way to download youtube videos and convert them to mp3's?
There are various simple ways to do that, I'm sure the iPod or someone else is on it.
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 08, 2008, 01:08:55 AM
[FLASH]http://img57.imageshack.us/img57/3849/ipodclock360ko8.swf width=320 height=240 wmode=transparent[/FLASH]

Quote from: Safe;1357156So can you guys work hammer?

What do hammers have to do with TF2?
Tremclads job, I'll probably learn how to use it for this though.

Quote from: The Spout;1357291Also, I pictured BitClock a bit thinner, and I'm pretty sure that's how the design is, not so much cubish. Great work :thumbs:

I figured he'd be all cubic like due to me seeing him as 5 2x2 blocks. just that one of the 2x2 blocks would be intersecting another. I wanted to make it that you'd also get the same sillouhette from him in all directions
Also if I wasn't going to have him all cube like he'd probably be wider due to the original .fla. Also the .fla by rupee was all square like except he was slightly wider then he was tall.
QED
BitClock is a bit chubby.
   
Title: CCHQ - A Map for Team Fortress 2
Post by: iPodClock on July 08, 2008, 03:02:17 AM
Quote from: FIREMAN;1357460[flash]http://img57.imageshack.us/img57/3849/ipodclock360ko8.swf width=320 height=240 wmode=transparent[/flash]

Holy Cunt, best one so far!

<3 <3 <3
Title: CCHQ - A Map for Team Fortress 2
Post by: MasterClock on July 08, 2008, 05:13:04 AM
Holy shit Fireman those models are awesome.  This map is going to be amazing.
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 08, 2008, 08:19:04 AM
dear leek
why did you have to be such an annoying shape

gah fuck this I'll try him again tommorrow.
Title: CCHQ - A Map for Team Fortress 2
Post by: TorchClock on July 11, 2008, 06:14:06 AM
Nice modeling fireman/bumb
Title: CCHQ - A Map for Team Fortress 2
Post by: iced tea clock on July 11, 2008, 06:22:59 AM
One more reason to finally get that orange box. :wiebel:
Title: CCHQ - A Map for Team Fortress 2
Post by: Safe___Clock on July 12, 2008, 11:35:58 AM
Half the things mentioned in the thread are near impossible to implement in Hammer.

Have fun
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 12, 2008, 12:25:52 PM
Quote from: Safe;1361037Half the things mentioned in the thread are near impossible to implement in Hammer.

Have fun

pffffttt.
Seen most of that stuff in CSS maps.
Only exception is a trap door.
Also should get back to work on these models.
Title: CCHQ - A Map for Team Fortress 2
Post by: Safe___Clock on July 12, 2008, 01:10:28 PM
Even if it does work, I'm sure people will have fun with the 100mb+ map with terrible FPS.
Title: CCHQ - A Map for Team Fortress 2
Post by: BreadfruitClock on July 12, 2008, 01:52:19 PM
safeclokc
Title: CCHQ - A Map for Team Fortress 2
Post by: Safe___Clock on July 12, 2008, 02:01:03 PM
Quote from: fuck me? fuck you.;1361109safeclokc

GAGE
Title: CCHQ - A Map for Team Fortress 2
Post by: PowerGloveClock on July 13, 2008, 12:33:22 PM
Quote from: Notoorjus;1357455Thanks for telling me the ip or the name or whatever

GG Gangsta Gang Custom Maps Psycho Stats

IP:                             8.9.30.47
Title: CCHQ - A Map for Team Fortress 2
Post by: PolyhedronClock on July 22, 2008, 09:53:55 AM
bump
Title: CCHQ - A Map for Team Fortress 2
Post by: Fireman on July 22, 2008, 05:26:26 PM
adgadfhsh
So I modelled leek, and now I'm unwrapping him.
NOT AS EASY AS I THOUGHT
Title: CCHQ - A Map for Team Fortress 2
Post by: TequilaClock on July 22, 2008, 06:11:39 PM
Quote from: FIREMAN;1357460[flash]http://img57.imageshack.us/img57/3849/ipodclock360ko8.swf width=320 height=240 wmode=transparent[/flash]

Oh sweet mercy

Fireman your 3D models are beautiful
Title: CCHQ - A Map for Team Fortress 2
Post by: SockpuppetClock on July 22, 2008, 06:53:52 PM
Is there any progress on the map?..
Title: CCHQ - A Map for Team Fortress 2
Post by: KronosClock on July 22, 2008, 07:03:17 PM
Hey I just saw this thread. Since you haven't really touched on the issue... How do you plan to have 13 floors and still be massively optimized for multiplayer gameplay? The biggest maps are still very small compared to what you're designing. Hell, even the guys working on GMod Tower are splitting up each floor to a different server.

And if you finish it and need any help with server side stuff (setting up servers, adding plugins/modules), hit me up on Steam.
Title: CCHQ - A Map for Team Fortress 2
Post by: Topcatyo on July 22, 2008, 07:30:16 PM
What's this "Gmod Tower" you speak of?
Title: CCHQ - A Map for Team Fortress 2
Post by: KronosClock on July 23, 2008, 12:26:41 PM
Quote from: Topcatyo;1369247What's this "Gmod Tower" you speak of?
http://www.gmodtower.org/faqs

Looks like I was wrong: their biggest maps will have 4 floors, but that is still a long way off from 13 floors, and there isn't going to be continuous fighting, which will have to be dealt with in TF2.