CP Lodge

Svedash

L1: Registered
Jun 11, 2014
30
14
Hello all, I decided on my theme and overall layout of the map! I'm starting a attack/defense in 3 points, alpine themed ski resort.

RED is expecting a shipment by air to their mountain secret facility deep in the heart of the French Alps, cleverly camouflaged under a cosy ski lodge atop a welcoming folkloric village.

The info somehow leaked to BLU, who decided that the custody of the package should be theirs. To do so, they planned to invade the place through its less likely point of access: the fancy cable cabin system!

On shipment day, they arrived early morning to the station, bought a ticket, enjoyed the breathtaking landscape the time of a leisurely ride and here they are!

Blu will have to climb uphill most of the time, starting from the cable cabin station landing, crossing a small village, up the hill road to reach the mountain ski lodge, down its basement to the secret base to fight over the heliport on the cliff.

My main issue to tackle will be to break clear lines of sight to avoid a sniper fest, or allow enough secondary access for Blu to have a chance of success. I'm also considering the scale of the secret facility, as I don't want the map to stretch too much in length/height, but still have a great finale!

I'll be slow, but i'll get there!
 
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Bunbun

aa
May 18, 2014
401
782
Damm, seems like someone's gotten ahead of me, now I have to change my map :(
 

Svedash

L1: Registered
Jun 11, 2014
30
14
Make yours still, we need more mountain maps to take over all these dusty red deserts ^^

Also if I ever get around creating dedicated props, I'll release them here for download.
 
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Svedash

L1: Registered
Jun 11, 2014
30
14
And amazement just started, imagine all these moving in glorious 3D! Fully animated limbs flying over the morning pristine snow...

That said, I realized that even though my modeling skills would be triple as fast in Sketchup, the conversion to Hammer is not so great... Lots of surface disappear randomly and playing hide'n'seek with cheeky polygons would take longer than remodel everything...

I still looked for an alternative to that antique interface (seriously, it's about the same as Worldcraft, and that was nearly 15 years ago!) and found sledge. It is similar, much smoother in handling... but it doesn't cover Source/TF2 yet.

So I guess there is no way out of this... is there a minimum package to get so I can get hammer working without downloading tf2?

And if you ever had a very specific fetish or a remote interest for 20th Century skiing pictures, you will like Vintage Ski
 
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Svedash

L1: Registered
Jun 11, 2014
30
14
Some sketches, to show some progress and prove that there was some thinking involved in the planning phase.
overview.jpg

That would the overall geometry of the map. I'm aware that it won't look like this much longer and that buildings may be an issue. But that's the spirit I'm aiming for ^^

layout.jpg

This one would be the layout. It's not exactly readable, I can hardly make sense of it myself. But I kind of remember what I was thinking about and wanted to drop it here in case.

cityhall.jpg

That is the first control point, in the small patio in front of the church. Planning to have arches for close combat. Nice shadows and pretty old stones.

things.jpg

Random thoughts about paths with different levels, so everyone can cross their own way (rocket jumps, scout jumps, heavy jumps).

Next: blocks!
 
Last edited:

Bunbun

aa
May 18, 2014
401
782
Some sketches, to show some progress and prove that there was some thinking involved in the planning phase.
overview.jpg

That would the overall geometry of the map. I'm aware that it won't look like this much longer and that buildings may be an issue. But that's the spirit I'm aiming for ^^

layout.jpg

This one would be the layout. It's not exactly readable, I can hardly make sense of it myself. But I kind of remember what I was thinking about and wanted to drop it here in case.

cityhall.jpg

That is the first control point, in the small patio in front of the church. Planning to have arches for close combat. Nice shadows and pretty old stones.

things.jpg

Random thoughts about paths with different levels, so everyone can cross their own way (rocket jumps, scout jumps, heavy jumps).

Next: blocks!
Looks good! Looking forward to your public release.
 

Svedash

L1: Registered
Jun 11, 2014
30
14
Look mom! Blocks!

citytest.JPG