My contest contender: cp_spywinder

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Hey all,

This map's been about 100 hours in now so I figure a WIP thread is due. This is a 3 point CP map based around an industrial/mining theme. It seems RED and BLU tried to be civil and start trading with one another but I guess that broke down in this base hidden under an island volcano.

Central CP:
cpspywinder0100009dg3.jpg

Mine head (mining facility is being repurposed if you look closely):
cpspywinder0100008id5.jpg

Lava!:
cpspywinder0100007ws9.jpg

Red staging area:
cpspywinder0100006fk6.jpg

Red path to lava corridor:
cpspywinder0100005yo3.jpg

CP (it's a clean room):
cpspywinder0100004gn3.jpg

Central staging area:
cpspywinder0100003gb0.jpg

View out back of Blu spawn:
cpspywinder0100002xk4.jpg

View out of Blu cp towards central staging area:
cpspywinder0100001uj2.jpg

Blue staging area:
cpspywinder0100000mj3.jpg


It's sort of a small map... but I think every class should find plenty of areas to work well in. Couple things before I post the .bsp:
-This does not have vis calculations performed fully(I'm packing for spring break, don't have the time for a full build.) I assure you it runs infinitely better with a full build.
-The soundscapes are currently not functional.
-I have not packaged the TF2maps.net textures with the bsp so they may not show up for you.
-This is not a finished product and I'd love to hear feedback of all natures.

Thank you for checking it out!


UPDATED:
Issues Resolved:
Graphical Errors
Overall brightness
Stylistic touches
Signs and directional guidance
Optimization
Optimization
Optimization

Updated 4/4:
Way more optimization
Small gameplay changes
Graphical tweaks

Updated 4/17:
Tweaks all around
Custom materials
Clipping etc

Latest build as of 4/17:
http://forums.tf2maps.net/downloads.php?do=file&id=290
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
whoa that looks really bright!
When taking screenshots - sort out all cubemaps issues, then bump up your graphics to full, then take pics in spectate with the hud hidden ;)
It looks quite good, and deceptively large but I think you're lighting is whhaaaaayy too bright.
This seems to be decent competition for bloodstained, I might just have to hire a hitman ;)
 

Vilepickle

Banned
Oct 25, 2007
372
199
I think the brightness is fine. The lighting could just use some tweaks in areas.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Looks pretty good, you might want to have in mind that those red lights are causing bad sight, in terms of "hey is that a blue or a red guy"??
I've noticed that in alot of custom maps where they want to point that the base is blue or red with the coloured lights but its disturbing.
 

Koei

L4: Comfortable Member
Feb 23, 2008
186
4
Looks pretty good, you might want to have in mind that those red lights are causing bad sight, in terms of "hey is that a blue or a red guy"??
I've noticed that in alot of custom maps where they want to point that the base is blue or red with the coloured lights but its disturbing.

That's true. But if it's just a small portion of the map it doesn't really matter. I haven't downloaded the map, so I don't know how big the area is.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Hrm, I myself felt like it was too dark ingame... I'll definitely take another look at that. Also, snipergen, you bring up a point I hadn't thought about. I'm going to do some taunts in those areas to determine how easy it is to mistake one team for another and I might end up changing that. Thanks for catching that.

Vile, any specifics on lighting problems? Love to hear your input.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Awesome map dude!

It looks like you took the "TF2 war happens anywhere" approach, which adds to the game for me.

The red lava light will create confusion by making all the player look purple, but if that's your intention, then by all means do it!


The only thing I see wrong with the lighting is the reflection on the indoor water... seems like indoor water shouldn't be that bright. Other than that, I like it bright.

I can't say without playing it, but, my only other criticism, is that it might be too busy. Too many angles and props everywhere. Looks kinda claustrophobic. From the looks it might impede the flow...

of course I could be way off, or that could be your intent again....

either way I'll be dling and checking out :D
 
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MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Bumping with info:

I've done a bit of optimization and ran a 6 hour compile on my sister's computer... she was not so happy. Anyway, here's some new screenies with some of the suggestions implemented and at the bottom you'll find a link to a newer release. On her nongaming pc I could get around 60 fps on medium settings, which I think is acceptable for now. Please download it and take a look around... I'd love to playtest it sometime next week on the colt servers.

Blue spawn/cp (Red's layout is basically the same, but flipped):
cpspywinder0100000ut9.jpg


Looking down towards Red spawn/cp:
cpspywinder0100005pv2.jpg


Out from blue caves towards the middle cp and the main path to it:
cpspywinder0100004ef7.jpg


Toxic waste leakage and the anti-spawn camping exit from Red's spawn:
cpspywinder0100003bd7.jpg

A note: as you can see this is underwater. That door leads out of a mining shaft set below Red's spawn. The current in it is strong and the door is only one way, so Red can jump down here if they're getting pummeled up top, but it otherwise serves no purpose. Once they come out of the shaft they can swim up top and defend or rush forwards to try to reclaim the middle point.

I love this shot. View from Red's 'dock' out past the buoy and towards the distant archipelago of volcanoes:
cpspywinder0100002bz7.jpg


Picture of the break room below the middle cp. Enjies should be hanging out here a lot- but must watch out for pyros ambushes and demoman barrages:
cpspywinder0100001cn4.jpg



And finally, a link to the new, 'optimized' (except lots of work still to be done : /) file!:
http://www.megaupload.com/?d=36BU9DLE

Hit me with your opinions, please!
 
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phatal

L6: Sharp Member
Jan 8, 2008
259
21
I like the lighting a bit brighter. I believe the textures look better with a bit more light.

Couldn't you adjust your type of lighting to point towards the objects you want reddish? Not lighting the area the players themselves will be in?

BTW... great looking level. Makes me sad I don't have the detailing and creative ideas a lot of you have. My level is so plain in comparison. :(
 
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MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Thanks for the compliment! Detail comes just by patience... once you're satisfied with the layout, just keep looking for "plain" areas and touching them up. Simple things like overlays do a lot to break up the dullness of an area. I'm sure you can do it!

Well, I was thinking of making large blocks above the "lava" textured with blocklight. This would stop the red from going upwards but it might remove the ambience of the lava rooms.

I'm getting mixed messages about the lighting in general. I think it's a good level of brightness but I've been told it's too light/too dark. I think it needs to be seen ingame, it feels correct ingame but as soon as I hear a consensus opinion I'll adjust it lighter/darker ;)
 
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TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
This is awesome! (clap clap, clap clap clap)
This is awesome! (clap clap, clap clap clap)
This is awesome! (clap clap, clap clap clap)
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
I definitely dig it, even though there's still some FPS problems I'm having. The main ones are anytime there's a large body of water that I'm over-looking, like looking off the balcony where the "base" CP's are, out towards the bridge.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
looks nice, but scale water to 1, I hate custom maps with 0.25 scaled water, official ones are 1 and looks perfect.