So back last april I offered to remake the 3fl surf servers mapping loadout, as the currently loudout was small, simple, and used well know maps that everyone enjoyed.
The project was severely delayed by life stuffs, and so when the 3fl forums closed the project vanished.
The project is far from dead though, as such I'll be starting it back up in this thread here, starting with the finished version of Surf_Greatriver_Gon and if 3fl would rather use their brand to avoid confusion, then I also have the original Surf_Greatriver_3fl which used 3fl's brand, however the work I did with GON's brand look's cooler.
So this point onward is completed works and Spoilers:
These are the new spawn rooms, There has been a dividing wall added to prevent snipers killing AFK's, and in the space outside the spawn there is a func_clip_vphysics, which stops projectiles like stickies and rockets going in and out of spawn, there is also a respawn room protection which stop enemies from going into the spawn room.
This is what the spawns look like from hammer, there are the top casing was redone to make the map look slightly more detailed, and the glass case was made to stop enemies just dropping down into spawn. The teleporters were also moved to stop people camping the TOP as easily.
This is more to showcase the new texture on the ramps. Its a DDS texture meaning it has two layers, so as you surf along it the texture changes. I used the G as the Game's on net logo, since it's the thing that sticks out most about the GON logo. The full logo as well as all credits are placed in a box outside the map which can be seen via the spectator camera cycle.
The jail was redone to make it only slightly harder to get out of. The button is smaller and moves around the room, which puts those who wish to escape under pressure when under fire. The health and ammo kits were downgraded to make jail camping harder.
Image from Hammer, the floor has been redone as a false floor, so projectiles will just fall through it, making it impossible for soldiers to escape, demomen can still get out using an air sticky jump (Detonating a sticky that was fired into the air as it passes you). Additionally the kill button was moved to a new location that requires the players to beat my surf challenge hidden in the map. There are two other buttons. All maps will require Tf_allowplayeruse_1
10X reloaded, the spawn is now outfitted to be protected, and it also makes jumping to the surf ramps on the side harder, spawns are now 80% protected, short of a demoman shooting stickies at the edge of the door, but this is the same camping you would get on any 2fort server, and if it's good enough for valve, it's good enough for me.
This one has taken awhile, it's a large combat arena which is situated where the Giant pyramid in 10X reloaded was. This is pretty much the first place that most players will surf to on the map, making it a wonderful combat hotspot that allows for all kinds of fighting, The box that used to lead up onto the ring where snipers always went has been removed. Since I wanted players to have to go through this area.
Thing ring area as I call it, or rather the area that you get to by surfing through the ring at the start, is probably one of the more anti-climactic places on 10X_reloaded. As such I added spinning blade to the surf ramps to the difficulty of this area. With I also took away the safe guard at the end, so people will have to know to break when they get over the water, or just surf down to a lower area where they wont take damage. This is also the area where I've chosen to hide the secret route to the one way jail room.
Speaking of jails. I completely redid the jail, seeing as the old jail was small..pointless, and often had spies or pyros hiding behind the teleporter spamming. This new jail is fully outfitted with 4 randomised fall locations (Props to the maker of Air arena for adding that to their map). The top area is easy to access and so can be seen through from inside the jail, meaning camping up the top of the jail can still get you easily killed. Nobuild is enforced over the entire jail to stop engineers having a field day. And the only health and ammo available requires the player to jump onto a small platform which can land them in the jail aswell if they are not careful.
Nothing sucks more than being stuck in jail when everybody else is playing around the map and not failing like you did, as such I made it possible to open the jail from inside. There are four of these buttons each on a 15 second timer, the light above turns green when they are active. Hit all 4 to open the jail. Easy right? Thats why I've made it that the pillars in the ring move when the buttons are active, meaning the buttons also move around the jail, a lonely player should have no problem opening the jail if he knows how, but when under fire and looking for an escape it will make it harder for the player to get out.
This was the old surf run it was very basic, and offered no challenge sure it took you straight to jail, but you had no way of assessing the people around jail before you went in, which is why surfing there worked better
This is the new surf area, with two different tracks, using this way can get you to the top of jail fairly quickly, but above all is here to provide players with a small challenge that they should aim to beat.
It was important to stick with surf routes that contained things which were similar to the maps theme, in this case rings teleporter rings were the best choice. Originally I had planned to make it that the player would have to fly from ring to ring, but sadly teleporters don't actually effect the direction of momentum, so no thinking with portals.
As an alternative to the ring route players can go this way. It's a little harder to go through, and will get you to the end at roughly the same time, but it's really just there to give players more freedom of choice.
This was the old obstacle course, and was literally straight forward. And went the same place as other teleporters so was really just here for the fun of it.
Here's my take on an obstacle course, it starts as a platformer, and then gives the player a break with an internal section where they can't really fail, and then finally goes to a water jump area, where players have to use the water square to navigate from platform.
Here's the internal section, a nice comfy little platform area which can be bypassed by soli's and demos in one hit. It can be camped by engies, but to an extent it will have a very low kill yeild, and can be easily dispatched by spys.
And finally the water jump area. This course has been tested with heavies and is beatable, the course doesn't take too long to beat, but is definitely a slower way to get to the top of jail.
And this point onward is work's in progress: