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Map Details
Release: Final
Version: 1.0
Filesize: 21 mb
Players: 32
Time of Day: Day/Light
Textures: Standard
Meshes: Standard
Map Size: Medium
Environment: Indoors, Outdoors
Effects: High Dynamic Range(HDR)
Classes: None/Not Specified
Devnotes
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ctf_escherhaus
CTF map based on Escher's paintings and wood carvings
Added by...
Category: TF2 > Capture the Flag
Tags: escher, haus, escherhaus, ctf, warped, perspective
Added 1 year ago - last modified 1 year ago
7,760 views, 1,062 downloads, 35 comments, 8 favorites
Author's Readme/Notes:



Title : CTF Escher Haus
Filename : ctf_escherhaus.bsp
Release date : Thursday, June 26 2008 (1:04am)
Author : Kyle "[AF]Meelo" Romano
Email Address : kromano@shaw.ca
Other Files By Author : de_kneedeep

Description : Capture The Flag map inspired by Escher's
paintings and wood carvings. Not as Escheresque
as I would have liked, but successful nonetheless.

Additional Credits to : The folks from CG Society (www.cgtalk.com) and
the good people from Best In Class (BIC).


* What is included *

Intro Movie : media/ctf_escherhaus.bik < media/ctf_escherhaus.res < Graphics : Created some new VTFs to make use of existing
textures. Everything required for the map is
packed into the BSP, the BIK is separate until
they can be packed inside as well. Here's hoping
for a patch.

* Play Information *

Game : Team Fortress 2
Game Style(s) : Capture The Flag

* Construction *

Base : New from scratch
Build Time : I have no clue, probably a month's worth of
work and playtesting at least.
Editor(s) used : Hammer, Notepad++, Sony Vegas, Fraps
Known Bugs : Sometimes I get hungry and I don't know why.

* Copyright / Permissions *

Authors (may NOT) use the contents of this file as a base for
modification or reuse.

You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.



Special Thanks to all the kind folks at CG Society (www.cgtalk.com) who helped me playtest this map from start to finish.
It's thanks to their feedback that I was able to complete it.

Further thanks to BIC Conker and the rest of his crew, they sure filled up the server when we needed a full house to abuse this map for bugs.

CTF Escherhaus supports up to 32 players in a mind warping perspective. You'll go nuts trying to defend that intel... Just as nuts as you'll go trying to capture it.

If you have any feedback or comments, please feel free to contact me via email, kromano@shaw.ca
DOWNLOAD
(21 mb)
Feedback
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1 year ago
kromano



Thanks for the feedback Chicky and I agree about the size. The middle section was never intended to be /that/ large, but it just kind of went that way. I've considered doing a quick redeux (again) that completely clipped the center from the map and had the two houses and a splitting center archway... but I don't have a lot of time on my hands for foolin' about with this guy anymore.


Hold on to your fork. There's pie!
1 year ago
AI|Chicky



Pros: This map is very unique. It's nice to see a map that is different from the norm and something not meant to take too seriously.
Cons: The map is huge and very confusing.
Improvements: This map needs a TON more direction. It's very easy to get lost.
While I think this map looks like an every now and then fun map to play, I don't think it'll be taken very seriously due to it's large nature and cluster of buildings, rooms and other features. If you want it to be more of a normal play map, I'd strongly suggest removing a lot of the middle area and simplifying that area entirely.
Notes: I'm going to add the map to my server for use in map nights and for when players feel like playing something different.


www.clan-ai.com
1 year ago
Feralig8tr



At first, I thought it may have just been all in my head, yes. But no matter how hard I try, I just cannot get up that rockface the same way as I can with RED's. To help give you an idea of what I'm seeing, I recorded a demo, which you can download and run in tf2. http://www.sendspace.com/file/6rulna

Again, though. Rocks aside, I really dig the map.

Bananite
1 year ago
kromano



That seems pretty unusual, given that both sides are exact duplicates of each other. You sure it's not a psychological thing going on?

I agree the middle is kinda plain, one of the original working versions had a lot more going on with cabins on the ceiling and soforth but wound up being scrapped. I feel I didn't push the theme hard enough with this map, but there's always next time. Probaly in Portal because I like causing motion sickness.


Hold on to your fork. There's pie!
1 year ago
Feralig8tr



I like the gimmick, although the middle of the map is kinda plain. One thing I noticed is that climbing the rocks up the side of BLU's base is slightly more difficult than it is for RED, it seems to be impossible to get on the rocks for BLU unless you jump from a specific direction, whereas RED just allows you to jump on rather easily.

Bananite
1 year ago
kromano



There's a level in Sin as well, I think it was called... wait, I can't remember. Anyway, yeah. You'd go through teleporters and wind up walking on the walls or roof. It was pretty cool, a few people tried to remake it for Sin Episodes (how is it episodes when there's only one?) but Source lacks the tools to pull it off. I might have to code my own method of doing that simply to build the ultimate relativity map.


Hold on to your fork. There's pie!
1 year ago
MasqueradeCry



Really nice idea and very well executed. Unfortunately the constraints of the game limit the extent to which such an idea can be realised. I remember playing a 'staircases' map on Serious Sam some years ago, where gravity was attached to each individual staircase - you could be running around and look up and see someone else on another case looking up at you, or sidewise and so on. Jumping off a case usually resulted in many twists and turns as you fell through the gravity plains and eventually landed on your feet somewhere. If anything remotely similar was possible in TF2 that would be special

Bananite
1 year ago
nubblecakes



Oh...he should have showed that! It was late so I didn't want to load the map up in TF2. :D

Apex.
1 year ago
Bolora



Posted by nubblecakes

It seems you've incorporated only upside down rooms. In Eschar's work, he incorporated sideways staircases as well. I think if you could find a way to blend in a sideways room in the building, then it would add to the abstract atmosphere. The upside down look was achieved very well, I just think you should get some sideways going.


The screenshots don't show it but there are some sideways rooms. When you climb the tower the rooms change from upsidedown to sideways to rightside up. What's even better is the sideways rooms have windows and doors so you can misstep and fall through a doorway if you aren't careful or escape through the door if need be.

Bananite
1 year ago
-F-Beatnik



Pros: Beautiful. Nice touches like the red and blue factories dumping into the lake in the background. Great concept that appears to be nicely executed after a first look.
Cons: None that I've seen yet.
Notes: I've only walked through the map alone, so I left 'fun' and 'gameplay' ratings at 5, but the map looks gorgeous and I can't wait to run this on our focusedgaming.com server this week and weekend.

Bananite
32 records
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Critic Rating [+]
9.3/10
User Rating [+]
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bScore
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kromano
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