Mudrock

tarmo-

L3: Member
Dec 10, 2008
108
28
My next solo 5cp map project after co-mapping with zipok in wildmire, name cp_mudrock
Might go for swamp theme.

Things done:

- Basic middle layout
- Basic 2nd CP layout
- Basic 1st CP layout
- Basic lightning
- Basic gameplay entities (spawns and so on)

Things to do:

- Alphatest
- Alpha1… release

- Detailed middle CP
- Detailed 2nd CP
- Detailed 1st CP
- Proper lightning
- Betatesting
- Beta1… release

Screenshots:

http://www.dropbox.com/gallery/3765879/1/cp_tarmo?h=e99a51

Download: TBA
 
Last edited:
Aug 10, 2009
1,240
399
Looks good so far, I like the mid, even though the point itself could use its own feature, just to set it apart from all the other points. Like granary has the containers and the vertical space, spillway has its own platform, well has the trains...
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Way, way, way too dark even if you intend to add "-basic lightning" :p

And you need to build Cubemaps! It will get rid of the Purple and Black checkers where there should be reflections. See this.
 

tarmo-

L3: Member
Dec 10, 2008
108
28
Way, way, way too dark even if you intend to add "-basic lightning" :p

And you need to build Cubemaps! It will get rid of the Purple and Black checkers where there should be reflections. See this.

yes... i know that stuff. thats the first compile and just checked the size of the point, wasn't interested about cubemaps at that time.. :D also i just added light_env, which happened to have that light volume and strength. don't worry, i'll add more light ;)
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Looks interesting to say the least, but yeah the first thing I thought, admittedly, was "wow that's dark" :E

Try coming up with at least a different take on the swamp theme if you're going to use it again! :3
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Far too dark. Even swampy areas should be lit up.
 

tarmo-

L3: Member
Dec 10, 2008
108
28
yeah, i know its dark for the moment. just figuring out the layout. i'll think about lightning later, but yeah, im going for more lighted up setting, allthough I fell in love with the skybox texture already =) might just do night setting with lamps and stuff. afaik wildmire had night_03 as skybox texture and its not that dark texture than this one :p
 
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tarmo-

L3: Member
Dec 10, 2008
108
28
What do you think about lightning now http://www.dropbox.com/gallery/3765879/1/cp_tarmo?h=e99a51 ? Swamp theme with that skyboxtexture? (its sky_harvest_01)

Things done:

- Basic middle Layout
- Basic 2nd CP layout
- Basic 1st CP layout
- Basic lightning
- Basic gameplay entities (spawns and so on)


The map is ready for alphatest =) Might try to get some tests today or on weekend
 
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tarmo-

L3: Member
Dec 10, 2008
108
28
first test done, at the moment the scale is abit too big. so im going to squeeze the map 200-300 units shorter and make it more narrow. gameplayflow worked if not mentioning the scale issues.
 

tarmo-

L3: Member
Dec 10, 2008
108
28
changelog from a1 to a2:

- Added solid window to cp1
- Cut off distances (width and length)
-measuredifferences from cp_tarmo_a1 to cp_mudrock_a2:

overall length per side: 296 units
overall length: 592 units
cp1 length: 144 units
cp1 width: 328 units
cp2 length: 152 units
cp2 width: 552 units
cp3 length: 0 units
cp3 width: 336 units

- Lowered cp2
- Added some props

changelog from a2 to a2a:
- Reduced depth of cp1 water (from 108 to 88)
- Added some cover to cp2 and cp3
- Blue cp2 not floating in air anymore
 

tarmo-

L3: Member
Dec 10, 2008
108
28
Next version is coming out slowly, but not-so-steadily :p
I've reworked cp2 abit, made cp3 smaller and and added some details. still need to work on some things at cp2 and cp1 before the a3 release.

Anyways, here's some pictures of coming changes at cp2:

https://www.dropbox.com/gallery/3765879/1/mudrock?h=06eb0f
1st picture is the old cp2, rest are from newer one
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Harvest's sky always bothered me. It's one texture... repeated four times, then with a basic up and down texture. From a texturer's standpoint, it's lazy and ugly. Try some other skies.
 
Aug 10, 2009
1,240
399
The cap over the "L" Shaped wood looks like it could use a bit more cover both for its own sake and to channel the gameplay. Also, in the last screen, I really like the blue house, but is it in the same place as the red building?
 

tarmo-

L3: Member
Dec 10, 2008
108
28
I really like the blue house, but is it in the same place as the red building?

The house isn't entirely in the same place, it's moved abit.

https://www.dropbox.com/gallery/3765879/2/mudrock/21.2.2010?h=3d1419

some new changes, there is old pictures to compare stuff aswell, still looks poor, but thats not the point, just added some detail and modified the routes so they might work and look a bit better. cp1 next and then copy-paste-change-textures and a3 is ready