[WIP] cp_shipwrecked

roninmodern

L3: Member
Feb 5, 2008
124
5
Ok. Those of you that remember me know that I have a habit of starting a map and abandoning it.

Not this time I say! Come hell or high water!

So I'm starting cp_shipwrecked. The story is that red and blu were at sea and crashed on a tropical island, destroying their ships. They've found a cave with a seemingly functional ship inside it, however, and now they are both fighting to see who will make it off the island.

shipwreckmapbad.jpg


There are two ways of attacking the center and through to the other base. The beach offers a route through mouths of the cave on both sides, and then there are rope bridges attached to many cliffs and protrusions allowing you to zip across the level but providing you with minimal cover.

So far this is all I have, the hull of red's old ship:

cp_cove0003.jpg

cp_cove0004.jpg

cp_cove0005.jpg

cp_cove0006.jpg


Red's ship will be made of wood while Blu's is metal.

I want to get some custom overlays made for each one, one that says U.S.S. Red and one that says H.M.S. Blu, so I'll need to learn how to make textures.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
Textures aint the hardest problem, mayby its a good idea to make the boats a model?
 

roninmodern

L3: Member
Feb 5, 2008
124
5
For something that big, make it a model?

I don't even know how to model...lol.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
It'll definately look better as a model... much smoother, less blocky, etc.
 

roninmodern

L3: Member
Feb 5, 2008
124
5
I'll see how well I fare learning the modelling tool, otherwise it's gonna stay as brushes.
 

roninmodern

L3: Member
Feb 5, 2008
124
5
Small update, some new pictures

cp_cove0006-2.jpg

cp_cove0007.jpg

cp_cove0008.jpg



Started working on geography.

You can see the map is sorta broken up into 5 areas. 2 on each side and the cave in the middle. The area right before the cave on each side will have some buildings made of wood and metal for red and blu respectively. Before they dug out the entrances to this cave the got settled in!
 

roninmodern

L3: Member
Feb 5, 2008
124
5
Yeah it'll be hard to optimize it...but luckily its a very small map so hopefully it won't be a terrible issue.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I think the ship looks great. Perhaps you should scale up the water, though?
 

roninmodern

L3: Member
Feb 5, 2008
124
5
I think the ship looks great. Perhaps you should scale up the water, though?

That water is already at 1.00 scale - it's the distance that makes it look repetitive.

You really think I should scale it up further?
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Yea make it quite huge, its the sea after all. I shall follow this map because it has potential!
 

roninmodern

L3: Member
Feb 5, 2008
124
5
my map isnt finishing compiling anymore...all of a sudden. I really have no idea why.
 
Feb 14, 2008
1,051
931
If you've done no optimization, than your map will take CENTURIES to compile (Trust me, I've had a similar problem).
 

roninmodern

L3: Member
Feb 5, 2008
124
5
I've been making things func_detail as I go along. It went from taking 10 minutes to compile to never finishing...I found what it was. Made some brushes to func_detail and it went through - as world brushes it never finished :(
 

roninmodern

L3: Member
Feb 5, 2008
124
5
Ok small update.

All spawn rooms (first and advance) and CP's work, so the map is technically playable.

Redid the red ship - it was sloppily constructed the first time. Started doing rope bridges.

TODO:

Create all new blu ship - still using old red ship as placeholder
Tweak Pirate ship - still using streched old red ship as placeholder
finish displacements for cliffs and caves
finish rope bridges
create shacks for red and blu sides
make 3d skybox
decorate map so its not so bland
add proper lighting

2 new screenshots:
cp_shipwrecked0000.jpg

Rope bridges
cp_shipwrecked0001.jpg

new red ship
 
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