Wip: Ctf - Spacebase

meatpopsicle

L1: Registered
Nov 9, 2007
49
2
Greetings friends and fellow mappers.

I have started (a couple of weeks ago) a CTF map for TF2 with the working title of SPACEBASE.

I -DID-have a development blog on my website that features screenshots and ongoing discussion about the level. However due to problems with my web software I have stopped updating it and am posting occasional updates here in this post.

http://www.studio-erebus.com/spacebase/

Leave feedback here in this thread and I will respond if necessary.
Also I will post any testing announcements and beta availability here as well.

UPDATE:

I have continued updating my blog, and will be occaisonally featuring a screenshot here for your pleasure:

spacebase-1-2008.jpg


Older images:
http://www.studio-erebus.com/spacebase/Site/main/screenshots/space-hangar37b0001.jpg

peace

meatpopsicle
 
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drp

aa
Oct 25, 2007
2,273
2,628
sounds like an interesting idea. not sure where you're going to find some space-craft style textures, but good luck anyway, should be interesting.
 

meatpopsicle

L1: Registered
Nov 9, 2007
49
2
Actually I am an accomplished 3d artist and texture artist. I will be making the textures myself ;-)

peace
 
Oct 25, 2007
219
690
Looks pretty cool. I had thought about making a map based on a spaceship, where you have to control different parts of the ship. Looks like you had me beat.
 
K

killanator

im looking forward to playing this! it looks really good!
 

ThatGuy

L2: Junior Member
Nov 5, 2007
51
0
nice! looks like a cool map which will be fun, it would be awesome if a team can get rewarded for capping the intel by making the other side die by an door opening and sucking them out or something.
 
O

Octopus

Yea, I have also toyed with this idea. A few questions:
-Is it a spacestation/ lunarbase/ spaceship etc.?
-Why would two sides be in the same spaceship?(base)
But then most of tf2 maps are like that. That is the biggest dilema when I have thought about making maps like this.
-Is is going to all be inside?
-Low grav?
--Certain areas with low grav/ button that makes it low gravity?

This is a very intresting idea. I like it. Could I use some of thoose textures If I decide to make a map?
 
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Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
Looks good. It kind of seems a little dark though. Careful of that, a lot of custom maps fall into that trap.
 

meatpopsicle

L1: Registered
Nov 9, 2007
49
2
Yea, I have also toyed with this idea. A few questions:
-Is it a spacestation/ lunarbase/ spaceship etc.?
-Why would two sides be in the same spaceship?(base)
But then most of tf2 maps are like that. That is the biggest dilema when I have thought about making maps like this.
-Is is going to all be inside?
-Low grav?
--Certain areas with low grav/ button that makes it low gravity?

This is a very intresting idea. I like it. Could I use some of thoose textures If I decide to make a map?

Hey Octopus,

1) Well it could be any of those. I suppose I'm leaving that to the players imagination - unless during the design I have a reason to specify it.

2) This is a great question. Certainly valve CTF maps dont give you any reason to know why theres two places so simliar across from each other but I feel like its important. I decided on one side of the mid-ground is the "engineering" room where their Int. is. On the other sid eis the "bridge" where that teams Int. is. So I'll be trying to make each Intelligence room like like those respectively.

3) So far - yes all inside with the main center ground having a huge hangar door that opens into space. Any windows or skylights will show off a star skybox that I have made to make you feel like your in space.

4) I will have to test gravity for gameplay. However so far all my rocket jumps and scout jumps are based off standard TF2 gravity -- Im thinking probably 'no' with the excuse that the base has a gravity system.

5)I will release the textures for public non-profit use when my map is released at the same time. (final version - not betas)

thanks for the great questions!
 

meatpopsicle

L1: Registered
Nov 9, 2007
49
2
Looks good. It kind of seems a little dark though. Careful of that, a lot of custom maps fall into that trap.

Yes absolutely and good point - I have only placed a very few lights to keep compile times down (when I even do RAD) which is only for screenshots and to make sure that textures and such will be looking approximately right under the correct circumstances -- so currently the map is underlit by 50-70%. Good observation.
 
O

Octopus

I was looking at the Hanger update, and it looks really good. However, for me, when I think of a Sci-fi hanger, it seems that the ceiling would be higher. How could a spaceship land in that?
Also, where did the spaceship go?
Anyways, It looks pretty cool.
 

meatpopsicle

L1: Registered
Nov 9, 2007
49
2
Hmmmm...

Well ; the hangar door as is --- is about 1024 units high. Thats about 4 stories tall.

The hangar is meant to hold a shuttle or troop transport... havent made up my mind.

There is certainly room to make it bigger; I think once I have the real ship in there I will know how much bigger it might need to be (if at all).

Well see how it goes :) Thanks for touching base with your feedback - always welcome.
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
The screen shot looks pretty good. The textures could use some better lining up though.
 
B

Buster Charlie

I hope that with the amount of 1960's space movies you can at least try to mimic the retro painted feel of the TF2 textures. If it's just gonna be another 'put as much grain and noise into it as possible' custom texture job I think i'll pass.

You should be aiming at moonraker, Austin powers, etc.
 

Intraman

L4: Comfortable Member
Nov 4, 2007
191
0
Yes, the textures (although are wonderfully done) could use a nice 50's/60's sci-fi look to them.
 

meatpopsicle

L1: Registered
Nov 9, 2007
49
2
Hello guys,

Yeah I know what you all mean when you refer to texturing in a feel that looks more like the TF2 tetures.

Some of the elements I know I'm able to come into the right ballpark. Color choices and saturation levels are something I can imitate but actual _style_ has been a huge problem for me to come close to. I've basically settled for understanding that I have my own style and its not the TF2 style. Since my map will have its own architecture and texturing and a few of my own props in addition to TF2 props .. I'm hoping it stands on its own.

As with any artistic project though .. I may fail!

thanks for the great feedback

meat
 

meatpopsicle

L1: Registered
Nov 9, 2007
49
2
Hey Guys,

Oxy: that would be great and I will probably need that soon hopefully.

Overall Status: First I've been pretty sick for 2 weeks. I've done some work on the map but not as fast progress as I had been having before.

Secondly the program I use to update my web blog - I upgraded to the new version and it totally broke my templates so I have not been able to update my site. I have to rewrite some of the CSS code --- which I was never good at to begin with !! So .. I don't really know what to do about that .. spending time on that is less time on my map basically.

Ill try to post updates in here for now if I can :)

meat