Base constructing?

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
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Making a spawn room is easy. It's how it looks and it's exterior that I find difficult. Especially when bases look radically different but exact same layout depending on maps symmetry.

Also there can be the matter of additional locations the base may require such as additional resupply rooms, battlements, flag rooms etc. And I notice on some maps that BLU isn't always industrial (Lumberyard) and RED isn't always rustic (Well) or simply a hut at the far side of the map (Harvest, while the farmhouses could count as "bases".)

So where can I learn on making good bases, especially by appearance alone?
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
open sdk_<mapname> in Hammer :S
I've studied the bases in GMod and know there is a definite reoccurring theme.

BLU prefers the Industrial approach and favours cool colours like grey and blue. They use steel and concrete which is why there bases tend to look like factories at times.

RED prefers Rustic approach and favours warm colours like brown and red. They use wood and brick which is why there bases tend to look like barns at time.

But sometimes they change there tastes in materials depending on the location they are at. For example Mountain Lab becoming more industrial, but obviously RED ownership the more you get into it.

I am still working on that map in Green Hill Zone and dunno if I should go with the appropriate industrial/rustic approach or another direction. Then there is the matter of making the exterior look pretty and not a complete eyesore.
 
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Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
If you're modeling a map after a Sonic level, all that goes out the window anyway. It's already a gimmick. and that's coming from someone who makes gimmick maps.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
If you're modeling a map after a Sonic level, all that goes out the window anyway. It's already a gimmick. and that's coming from someone who makes gimmick maps.

Well yeah I know this in mind. But still I had themes planned for the bases, but the more I think about them the more I wonder if it would work.

I'm thinking BLU base being fitted into the side of a cliff that is somehow associated with Sonic. RED base is a factory owned by Dr. Eggman. But everytime I try to make it, I'm like "whut?" and just start all over.

Problem is while I can picture it in my head, making it work out I am having trouble with. Unless I make the spawn rooms with traditional RED and BLU materials.
 
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Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
You can never go wrong with nodraw.net
Not familiar with nodraw.net, but it looks good that I can use later.

Also, I think I finally got an idea on what to work on. Initially wanted to work on BLU base first but RED base actually helps.

A wooden hut placed precariously on one of Dr. Eggmans factories.

Anyway, sorry it ain't much of a thread but still I notice that the only thing RED and BLU bases have in common in symmetrical maps are lay outs while by apperances they can be radically different and wonder whats best way to make in-character bases.
 
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Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Not familiar with nodraw.net, but it looks good that I can use later.

Also, I think I finally got an idea on what to work on. Initially wanted to work on BLU base first but RED base actually helps.

A wooden hut placed precariously on one of Dr. Eggmans factories.

Anyway, sorry it ain't much of a thread but still I notice that the only thing RED and BLU bases have in common in symmetrical maps are lay outs while by apperances they can be radically different and wonder whats best way to make in-character bases.

nodraw.net is top notch in my opinion - talking about things that aren't typically talked about anywhere else. Too bad they don't have more content.

(next time, you should probably not post a new thread in this section unless you're actually posting a tutorial or resource)
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
nodraw.net is top notch in my opinion - talking about things that aren't typically talked about anywhere else. Too bad they don't have more content.

(next time, you should probably not post a new thread in this section unless you're actually posting a tutorial or resource)

I see, I thought it was appropriate place to ask for a tutorial. Even though it's a gimmick map, thought maybe something could inspire me.

Shall I delete this thread? I don't want to trouble the mods to have to move it around.
 
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Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I see, I thought it was appropriate place to ask for a tutorial. Even though it's a gimmick map, thought maybe something could inspire me.

Shall I delete this thread? I don't want to trouble the mods to have to move it around.

No don't delete it. The forums aren't active enough to warrant anything like that. (also, I wasn't even aware you could delete your entire thread, but still).
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
No don't delete it. The forums aren't active enough to warrant anything like that. (also, I wasn't even aware you could delete your entire thread, but still).

/I don't think I can actually.

But I have been on forums that allow original posters to delete there own threads.

I'm starting to have second thoughts of this factory/barn hybrid, but it's 5am and best call it quits for now. I've been juggling this and a SFM thing so why I haven't been on much.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Generally when they need to change things up and give RED an industrial theme or BLU a "rustic" one, as you say, they go with red bricks (which are sort of old-fashioned and traditionalist; see Well) or corrugated metal respectively. And once you get deep into the bases, where the Spytech starts, all bets are off. Though with Gorge, they started ignoring that and doing whatever theme they wanted in whatever colors the gametype called for.

Are you trying to use custom textures in this map that match the game you're patterning it after? Because I'd recommend continuing along those lines with the textures you use for the buildings, even if it means making your own or finding someone to make them for you. Mixing styles is almost never a good idea.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Generally when they need to change things up and give RED an industrial theme or BLU a "rustic" one, as you say, they go with red bricks (which are sort of old-fashioned and traditionalist; see Well) or corrugated metal respectively. And once you get deep into the bases, where the Spytech starts, all bets are off. Though with Gorge, they started ignoring that and doing whatever theme they wanted in whatever colors the gametype called for.

Are you trying to use custom textures in this map that match the game you're patterning it after? Because I'd recommend continuing along those lines with the textures you use for the buildings, even if it means making your own or finding someone to make them for you. Mixing styles is almost never a good idea.
The maps background story I was going with is that for some reason the mercs of TF2 had found there way into Sonic's world. (One prop I am particularly after is Heavy's waterboat from S&ASRT but with team skins)
How they got there I haven't decided or find important (Maybe Merasmus is a Sonic fan and Soldier teased him about it), the only reason BLU is siding with Sonic is because he is blue and RED is with Dr. Eggman because he wears red. I might change this story but I doubt it is really all that important, though would like the red and blue chaos emeralds as flags if I ever make a CtF Sonic map. But I think it might be a good idea that despite being set in Sonic's world, the map itself still holding some TF2 elements.

Problem is though that Dr. Eggman himself prefers industrial metropolis architecture while Sonic isn't really one for bases. Tails had some workshops which were usually based on old airbases which I might try and do for BLU. Even now I worry that my maps territories may look too much a like which is why I hope to import my very own model of Green Hill Zone totems which come in orange/red and grey/blue to mark the territories more clearly.

The reason why I am making a TF2 map of Green Hill Zone is because there are plenty of maps and servers dedicated to Super Mario and My Little Pony, but hardly any for Sonic and I wish to contribute to it and encourage other map makers who are Sonic fans to do the same.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
there are plenty of maps and servers dedicated to Super Mario and My Little Pony
Well, there are a lot of Pony-fandom servers, some of which run customized versions of the Saxton Hale mod, and we're all very familiar with dm_mariokart, but beyond that I'm not aware that either property has inspired a wealth of fan maps. Regardless, I wish you luck. Sonic-versus-Robotnik seems like it would be best suited for attack/defense or payload, with BLU trying to help invade one of Robotnik's many bases of operations and RED enlisted to defend it. I wouldn't worry about sticking to the teams' traditional preferences in theming in this case, since they probably didn't build anything.
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
I chose King of the Hill since it's a play on words. The hill in question is Green Hill Zone. Though with some alterations it could be a CtF map. Either to the left or the right of the entrance can be made into base for securing the chaos emerald/flag.

Other ideas for Sonic maps which I thought up last month is Pumpkin Hill. A non-symmetrical CP map with points on Ghost Train mountain, Pumpkin mountain and Church mountain and these mountains have various islands and walkways connecting them up over bottomless abyss. Also Halloween mode will always be on.

Also, trying to think up CtF maps, Sonic (BLU) and Mario (RED) comes to mind. Though maps from Sonic Robo Blast 2 would perhaps be more in theme, especially since I would like to use chaos emeralds as flags.
 
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