Autum Twilight

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
Autumn Twilight rc1
Prepare to be Thrilled!!

Now available in Red Cranberry RC (release candidate) flavour!

Spooky place for a fight, eh?
well this is a foggy KOTH map with a river running between a church and a pumpkin farm/field.


thanks to:
heyo for the pumpkin model,
tf2maps.net community for the swamp theme pack assets,
zeeweir for the particle effects of the cauldron
zeeweir for the cauldron, bell and church candle models
acumen for the hatstand model


changelog:

rc1:
- closed off the doors that allow quick route between spawns
- added soundscapes
- added the new custom models (zeewier)
- added the new custom particles (zeewier)
- fixed some asthetical issues
- added some more health packs
- removed access to the upper level of the barn for rocket jump/sticky jump
- added the last 5 stained glass window designs

b1a:
- doubled play area
- lots more custom content

a1:
- 1st release
 
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J4CK8

L11: Posh Member
Mar 4, 2009
820
243
The church looks great. The gravestones are brilliant, especialy Jean-Paul the Spy. Can't wait to play it.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Sandvich tombstone, that's gonna be a classic. High 5!
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Wow, I like the architecture and the custom grave stone models, they look awesome. I hope this map plays well - it would be a shame if it didn't. Buuuut I guess you could always fix gameplay bugs :D
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
leaves on the tress are way too bright green :p
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
leaves on the tress are way too bright green :p

indeed.
but the trees are most likely gonna be leaf-less when i get around to reverting the model textures back to their defaults.


Wow, I like the architecture and the custom grave stone models, they look awesome. I hope this map plays well - it would be a shame if it didn't. Buuuut I guess you could always fix gameplay bugs :D

well i'm also hoping it'll be fun to play on too. :)

That's a lot of fog there :O
should make for some nice atmosphere, and also reduces sniper sight lines somewhat.
 

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
Nice fog! If I may ask, how exactly are you getting that effect(aside from using fog controllers)?
Also, very funny gravestones, and the cobble texture fits in perfectly with the atmosphere.

IMHO, the full moon skybox in the swamp pack would "fit in" better than the current one with the industrial district on the horizon.
 
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Ezekel

L11: Posh Member
Dec 16, 2008
818
245
industrial thing will be gone or at least hidden. -crescent moon just looks better.

and in those pics there is no fogcontroller entities, it's just env_dustcloud and env_smokevolume brushes
 

TheAnimal

L1: Registered
Sep 26, 2009
3
1
Looks amazing.
Can't wait to play it, if it becomes available, of course.;)
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
Looks amazing.
Can't wait to play it, if it becomes available, of course.;)

it'll be available, don't you worry.

i ran a small test last week, results look promising but i want to extend the play area a bit so it's comfortable for higher player counts. after that, we'll see what happens.

i'm also waiting on some custom models from a friend (church bell, candlesticks, witch's cauldron and a scarecrow dressed up to look like a scout).
once i've got the extended play area done and incorporated those models, the only thing that'll be left to do is to make up some nice tf-themed stained glass windows for the church.

anyway, my goal is and has always been with this: get it done before the end of october. (for obvious reasons ;) )
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Love those tombstone inscriptions. ;D

Don't like how yellow some of the interior lighting is - maybe the color is ok but give it some attenuation so that the whole area isn't the same tone.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
Love those tombstone inscriptions. ;D

Don't like how yellow some of the interior lighting is - maybe the color is ok but give it some attenuation so that the whole area isn't the same tone.

thanks, glad you like them.

the interior lighting seems fine to me - it's oil lamps and candles, so it'd have a yellow-orange like colour, and i feel it gives a nice warm-colour contrast to the cold colours outside the buildings.
i might shift it slightly more towards the red end of the spectrum in the stone buildings though, to make sure it doesn't end up looking slightly green when combining with the blue'ish/grey walls
 

KarmaPolice

L3: Member
Jul 25, 2009
108
52
I'm going to second the comment that the lighting in the church looks terribly ugly. The all-yellow thing just looks awful. Maybe use the original version of that texture on the lower walls and only use the golden version on the upper walls/ceiling?

The outdoor shots look fantastic, though. Excellent use of the fog.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
I'm going to second the comment that the lighting in the church looks terribly ugly. The all-yellow thing just looks awful. Maybe use the original version of that texture on the lower walls and only use the golden version on the upper walls/ceiling?

The outdoor shots look fantastic, though. Excellent use of the fog.

golden version?

the walls are grey my friend. it's the light that makes it look yellowish.
the lighting in the church will be redone once i get the candlestick models. which hopefully should be soon.

also: about the thriller comment: i'd love to have a zombified scout claw his way out of the grave, and dance the thriller dance when a team wins, but A: that'd be a lotta modelling/animation work and B: there's the issues of ownership of the music too.