Glug

Jan 20, 2010
1,317
902
A4 is released. EVERYTHING is changed. Some screens:

ctf_glug_a40033.jpg

ctf_glug_a40031.jpg

ctf_glug_a40017.jpg

ctf_glug_a40011.jpg

ctf_glug_a40002.jpg


Yes, I DID detail quite a bit, but I have no problem scrapping anything or everything if it needs to be done. Regardless, I'm fairly happy with how it looks and how it turned out but I already have a few plans to update it including lowering some of the sniper lines (perhaps add some trees?) and adding some cover and gameplay-relevant detailing inside the base.

Download: ctf_glug_a4
 
Jan 20, 2010
1,317
902
Looking good bruv, much improved over the original methinks, I look forward to playing it.

Also are those the correct detail sprite? They don't seem to match up with the ground very well...

Laughing Man: they are
Laughing Man: for the one type of grass
Laughing Man: http://dl.dropbox.com/u/4222914/TF2Maps/Glug/A4/Screens/ctf_glug_a40028.jpg
Laughing Man: that grass matches the detail sprites. I also have darker more swampy grass which I put specifically underwater
Laughing Man: but the detail sprites show up on them as well
 
Jan 20, 2010
1,317
902
Got A4A out with some small fixes:

Fixed the doors to the intel.
Made the spawn doors team filtered.

Next fix is making that grass no-detail.
 
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E.B.

L1: Registered
Mar 15, 2009
49
39
Hilarious idea, but the cars seem a little...pristine for having all crashed together when a bridge collapsed.
 
Jan 20, 2010
1,317
902
Hilarious idea, but the cars seem a little...pristine for having all crashed together when a bridge collapsed.

Haha, I agree. Not too much I can do about that. I might see if I can make some new textures for them, but I am none too skilled in that area.
 

E.B.

L1: Registered
Mar 15, 2009
49
39
Yeah, if you want to avoid doing new models and stuff, maybe you can throw a bunch of rubble on top so that only bits and pieces of the whole cars stick out? Could add some smoke too.
 
Jan 20, 2010
1,317
902
Yeah, if you want to avoid doing new models and stuff, maybe you can throw a bunch of rubble on top so that only bits and pieces of the whole cars stick out? Could add some smoke too.

HeavyMaybe.JPG


Maybe. Maybe.
 
Jan 20, 2010
1,317
902
Glug A7 Released. Big changes on this one. Was getting super fed up with the center, so it's basically gone!

ctf_glug_a7:


Center area has been scrapped. Now much smaller and compact:

ctf_glug_a70033.png

ctf_glug_a70013.png

ctf_glug_a70018.png



Added an extension on each of the bases:

ctf_glug_a70014.png


Reworked the Intel area. They are only enter-able from outside, not exit-able. Top fence is able to be explosive jumped over:

ctf_glug_a70008.png

ctf_glug_a70030.png


Blue side has completely reworked visually. Now more of a gorge/hydro theme
The outside catwalks have been refined. Now straight and have handrails.:

ctf_glug_a70009.png


Detailed quite a bit, mostly on the blue side:

ctf_glug_a70001.png

ctf_glug_a70002.png


Some geometry has been refined.
Greatly optimized. At least 50-60 FPS in all places.

Random question: Is it odd how many revisions this layout has gone through? I hope not. xD
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Big ass leak (it's a leak)
58c600ctfgluga70001.jpg


These aren't TF2 textures
b93a00ctfgluga70002.jpg


Metal trim on wooden stairs
c46600ctfgluga70004.jpg


Trees
2d5a00ctfgluga70005.jpg


Brush failure
899e00ctfgluga70006.jpg


Bases were too complex and had way too many spawns.
 

Azazoth!

L1: Registered
Feb 6, 2010
33
14
As I was playing, I took a screenshot every time I saw something wrong, so that I could post it in this thread.

By the end, I'd taken a total of thirty screenshots.

So. Because it's a bit of a pain to de-tiff/crop/upload so many images, I'll just summarize the most critical ones.

1) The intelligence rooms feel really weird. Why would a room have those open top windows built in that way? (Especially with those textures?) Why on earth would there be a door opening in the ceiling?

2) Similarly, right outside the spawn room - why would there be a door opening into a hallway from above like that? It just felt very strange. (Also, it didn't quite work right. You had to jump to get through it, even though there was a ramp leading up to it.)

3) The intelligence rooms badly need nobuilding. At least twice, the enemy team set up sentries in our intel room - sometimes literally on top of the intelligence! - which were a pain to wipe out. (The ones on the opposite side of the room from the intelligence weren't so bad, because you could grenadespam through the windows to take them out - possibly part of the idea behind their placement - but the way the main entrance door slides open (why does it slide sideways, instead of up, like most doors?) makes it very hard to take out sentries closer to the intel.

4) On the balconies, there's a fairly large room that contains a great deal of... nothing. Why does it exist? What purpose does it serve? It felt like it was crying out for, at the very least, a health and/or ammo pickup...

(Similarly, in the upstairs part of the respawn areas, there's a rather large room containing... nothing. A resupply cabinet would be nice, at the very least.)

5) The tiny little doors leading to the underground tunnels are very odd. Why do they need little ramps leading up and down to them? They just seemed superfluous. (Also, red's drop-down door (from the respawn to the tunnels) was too small - you had to crouch to fit through it.)

6) More minor things: use of TF2 textures (especially in red's base), a couple of z-fighting problems (textures on top of each-other) - the roof-doors leading to the intel were the worst for this - a few misaligned brushes (gaps in the walls) - the support-struts on the outside bunker-things (sheds?) were solid, and could be climbed on (even though they looked like textures) - the roof-doors leading to the intel are triggered incorrectly, so that if two people try to enter, the door will close after the first and leave the second locked out....

TL;DR VERSION

TL;DR ALERT

The base needs massive simplification. Cut it down to a third of its current size. Remove most of the moving parts and clutter, like the door-ramps in the tunnels. Then work on the details.
 
Jan 20, 2010
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I'll see about the rest, but that is a tf2 texture. It's from the swamp pack.

Also, that's not a leak. There's something wrong with that brush. I'll try to fix it.
 
Nov 14, 2009
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I know how you feel, man. Although I wasnt able to attend the gameday, the map looks from the screens, great. I think that just to be nice, people should post atleast one thing that they thought was good about the map. Its depressing when you only hear bad things!