Tempest

Wraith411

L1: Registered
Jul 24, 2009
12
0
Hello all,

Tempest is a single round payload map a tad smaller than badwater. It is being developed by a team of game designers from the VFS Game Design program. We said we wanted to do a TF2 payload map after we graduated so we are :)

There is a bunch of info including progress videos and screen shots available on our progress blog at http://tf2tempest.wordpress.com/.

Our map is running 24/7 at 216.6.236.112:27015.

Our "official" open Alpha release will be ready by our next test session. At this point we have done a bunch of closed Alpha Test sessions and now are seeking more feedback. We hope some of you and your valued opinions will come push little cart with us and our existing test crew.

The version up has some known issues.
-Some of the spawn room team barriers are not in. (Fixed by next week)
-The awarding of points is wonky. (We are gonna tear out the cart we have and replace it with Boojum Snark's one from his toolkit of radness)
-The end of the round some times "hangs" (ditto)
-You can see the "back" of the map due lack of a 3D skybox. (low priority atm)
-Its slow due to a fast compile. (full complie for next week)

Art and lighting has a long way to go yet.

Our goal is to get this map into regular rotation and if we are right full of awesome included in a upadate.

[NOTE : I guess we jumped a the gun a little...Lighting and better screenshots to be added ASAP :) ]
 
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Wraith411

L1: Registered
Jul 24, 2009
12
0
We have not done any lighting yet and the textures are very rough at this point along with art in general. In some cases this is due to large 3D art assets that are still being made.

-W
 

lana

Currently On: ?????
aa
Sep 28, 2009
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Think of your WIP thread like a very early trailer. Have you ever seen a movie trailer where the light work hasn't been done yet? No. Lights come before you show anything.
 

Wraith411

L1: Registered
Jul 24, 2009
12
0
Fair enough.

I'll take this down if a lighting pass is expected before posting a map here. Is it?

The idea was to get more testing in before starting to do art and a lighting pass. That way we don't have to go back re do art and light if we need to change things.

Is there a better place to put up notice that we are looking for testers and the map is up for those who are interested?
-W
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The idea was to get more testing in before starting to do art and a lighting pass. That way we don't have to go back re do art and light if we need to change things.

Fuck no. Add lighting.
 

Wraith411

L1: Registered
Jul 24, 2009
12
0
Lol roger that, thanks for the heads up. I was going to take this down but apparently there is no delete button oh well onwards and upwards. Hopefully we can get a basic lighting pass hustled off in a few days.

@ Nerdboy A question how do you take good screen shots? The ones you have up for your map are quite good. Did you take them in the editor or in game? If you take them from Hammer can you tell the editor to not draw the big colored blocks around the props?
-W
 
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Ankh

L3: Member
Sep 18, 2008
114
41
in hammer, under the 3D view settings you can make it draw props at greater distances
Regardless, it's still a good idea to take them in-game
just turn your hud and viewmodels off
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Never, take screenshots in Hammer Editor, unless they're for rushed demonstrations of what you're currently doing.

[ame="http://forums.tf2maps.net/showthread.php?t=4223"]Taking the Best Possible Map Screenshots[/ame]

Above is a useful thread for what you want to know. But just this won't make your Screenshots look nice, you'll need some lighting..
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
If you're testing for gameplay and such for now, I'd recommend using dev textures. They don't look that horrible, and are a sort of tradition for alphas.
 
Aug 10, 2009
1,240
399
I'm really excited to see a map being worked on by a team! Hopefully this will be as awesome as it sounds!

Btw: Fullbright/in hammer screenshots aren't that bad, anything past "Wow no fullbright/hammer plz" I think is a dramatization.

I can't wait!
 

dr_digital2

L1: Registered
Apr 23, 2009
28
8
This map looks nuts (in a good way.)

Fullbright screen shots aren't a big deal, I look at the screen shots to see what the map looks like. Its not like you need to have to see the textures in high quality. I think right now you should focus on the shape of the map. But on a side note, you should use less brick textures. And make a custom bridge cover (instead of the 2fort one).
 
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Wraith411

L1: Registered
Jul 24, 2009
12
0
Yeah we were talking about the brick brick everywhere a brick brick thing on the buildings and we going to mix in more concrete and wood. Some set dressing seems to be helping as well.

The 2fort bridge is already gone we agreed it was to iconic by half.

Hope to see some of you on Thursday.
-W
 

Wraith411

L1: Registered
Jul 24, 2009
12
0
Hey all apologies to those who were trying to get on the server. The password is now removed we will be testing for the next hour (It's 7:15 PST atm) our so if you want to come on out and play the latest build.
-W