{"id":136,"date":"2010-01-11T21:46:22","date_gmt":"2010-01-12T05:46:22","guid":{"rendered":"http:\/\/technofovea.com\/blog\/?p=136"},"modified":"2010-01-23T12:59:35","modified_gmt":"2010-01-23T20:59:35","slug":"resuming-ctf_2fort_revamp_b3","status":"publish","type":"post","link":"http:\/\/technofovea.com\/blog\/archives\/136","title":{"rendered":"Resuming ctf_2fort_revamp_b3"},"content":{"rendered":"<p>A while back I decided that I wanted to learn how to make new maps in Source engine, specifically for TF2. Since it was my first exposure to map-making I decided to pick a learning-project where I could work incrementally. One of the stock maps for TF2, ctf_2fort is both loved and hated, although both sides will often agree it has something to do with how prone it is to non-tense stalemates.<\/p>\n<p>More below the fold. <!--more--><\/p>\n<p>So yes, it&#8217;s mostly un-original, but I think it&#8217;s a unique challenge to work within an existing map, finding creative solutions to tactical issues when you are faced with constraints in terms of how spaces are already used.<\/p>\n<p>Anyway, I&#8217;m revisiting the work I did a few months back for version Beta-3, after releasing ctf_2fort_revamp_b2 (&#8220;Beta 2&#8221;) on <a href=\"http:\/\/www.fpsbanana.com\/maps\/101457\">FpsBanana<\/a>. (There&#8217;s also a huge <a href=\"http:\/\/forums.steampowered.com\/forums\/showthread.php?t=910041\">thread<\/a> of pictures, debate, and revisions in the Steam Forums.)<\/p>\n<div style=\"width: 310px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/technofovea.com\/blog\/wp-content\/uploads\/2010\/01\/ctf_2fort_revamp_b3_030000.jpg\"><img loading=\"lazy\" title=\"CTF 2fort Revamp pre-B3\" src=\"http:\/\/technofovea.com\/blog\/wp-content\/uploads\/2010\/01\/ctf_2fort_revamp_b3_030000-300x240.jpg\" alt=\"\" width=\"300\" height=\"240\" \/><\/a><p class=\"wp-caption-text\">The third... fourth... an iteration for the &quot;ramps up out of water&quot; idea<\/p><\/div>\n<p>The goal is to make a way out of the water which is shorter than walking back through your own team&#8217;s sewers&#8230; Without making something almost easier\/safer to use than the central bridge.<\/p>\n<p>Note that the gap below the fence cannot be entered, I still need to choose a piece of fencing or some sort of suitable obstruction.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A while back I decided that I wanted to learn how to make new maps in Source engine, specifically for TF2. Since it was my first exposure to map-making I decided to pick a learning-project where I could work incrementally. One of the stock maps for TF2, ctf_2fort is both loved and hated, although both [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[10],"tags":[12,11],"_links":{"self":[{"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/136"}],"collection":[{"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/comments?post=136"}],"version-history":[{"count":3,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/136\/revisions"}],"predecessor-version":[{"id":215,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/posts\/136\/revisions\/215"}],"wp:attachment":[{"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/media?parent=136"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/categories?post=136"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/technofovea.com\/blog\/wp-json\/wp\/v2\/tags?post=136"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}