Recruiting Mappers for Team

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
Hi guys, I'm currently working on a map for TF2 which doesn't at all follow the typal 1940's style but instead follows a more dark, evilish style. To be exact, I'm making a Quake 3 map which I could use some help on. I'd like a few extra hands, below is a video showing off the current map:
[ame="http://www.youtube.com/watch?v=DetIbQU3_p4"]YouTube- TF2 Map: TFDM7[/ame]

The only requirements are that...
-You have enough knowledge to make a map.
-You have played Quake 3.
-You've got an artistic touch so you don't have to ask me everything. I'm not just porting Q3DM7 (Temple of Retribution), but adding much more to it. I am keeping the original floor play (layout) of the map but am making it feel a bit more gothic/dark. The following requirement is that you can adapt to the style and make good suggestions and implement them when I deem them necessary.

I'd eventually like to add bump-mapping to the textures, although I'd have to learn how, so for now I'll just use the initial ripped textures from Quake 3.
If you're moderately interesting in this project, please reply. :)
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Oh my god, the stepping! It looks like you've already got quite a lot of it down, so good luck with finding people to help you finish it up nicely.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
It's not a good idea to recruit mappers to work on an already mostly finished product. Cooperative mapping typically doesn't end well, and when a map is already designed and mostly ready, it's impossible to follow the design plan.
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
It's not a good idea to recruit mappers to work on an already mostly finished product. Cooperative mapping typically doesn't end well, and when a map is already designed and mostly ready, it's impossible to follow the design plan.

On the contrary, it's not almost done. I feel that if the lead level designer is competent and knows what he's saying, the map will turn out good.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Generally, a single level designer will work on a map at any time. But you'll want more texture artists and modellers for the extra detail content within these maps.
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
The textures are all ripped from Quake 3, a modeler wouldn't be bad to have although I'm at the point where it seems like there is just much to work on by myself. :/
 

Numerous

L4: Comfortable Member
Oct 14, 2009
150
72
You should try to TF2-ize it. TF2 has a unique visual style, and I can't help thinking that the TF2 characters look out of place in any map that uses HL2 textures, or textures from any photorealistic game.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Numerous, the whole point of this is that it's bringing Quake to TF2. It's meant to look photo realistic because Quake did too.
 

Flawless

L1: Registered
Apr 19, 2009
23
6
Wow that looked stunning!

I think this is a great idea, wonder why nobody hasn't made this before :mellow:

Anyways gameplaywise some parts of that map are way too open. I konw you want to make it look excatly liek the quake map, but still pyros and heavys are having rough time there.

You could make it so that every body must play scout and they could find tf2 weapons over the map like in quake :O! Just an cool idea I think.

Oh and BTW I love your FaN skin!
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
You should try to TF2-ize it. TF2 has a unique visual style, and I can't help thinking that the TF2 characters look out of place in any map that uses HL2 textures, or textures from any photorealistic game.

A lot of people have suggested this, although I'm not going for the classic TF2 style, but instead a more gothic feel. Specifically, the Quake (Overall Quake).
Quake (one) was a very dark/gothic game, Quake 2 more futuristic with a little gothic architecture here and there. Quake 3 was a mix between Quake and Quake 2 and a little more originality of it's own.

Wow that looked stunning!

I think this is a great idea, wonder why nobody hasn't made this before :mellow:

Anyways gameplaywise some parts of that map are way too open. I konw you want to make it look excatly liek the quake map, but still pyros and heavys are having rough time there.

You could make it so that every body must play scout and they could find tf2 weapons over the map like in quake :O! Just an cool idea I think.

Oh and BTW I love your FaN skin!

I don't think it looks stunning, yet. :p
Atleast not to my standards, once I'm finished there will be a lot more fluid animations and ambient sounds around the map.
No bodies done this because it's either easier to just go with the default TF2 style, or they only want to use the default TF2 style. :s
My original idea for this map was to recreate a past experience in my gaming life which was "Freeze Tag" on Q3DM7.
[ame="http://www.youtube.com/watch?v=jXRhtJC3YfE"]YouTube- Quake 3 TM Red vs Blue.wmv[/ame]

For my recreation to be fulfilled, I would need both of these server plugins to work together simultaneously.
-Instagib
-Freeze Tag

I may add in some blockades or something for classes who need to duck-and-cover, although they wern't in Quake 3. I do know that this isn't Quake 3 however and I'm going to have to optimize the map for TF2.
 
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