TF2MAPS.NET community project: Second try

What whould the map's gametype be?

  • KOTH

    Votes: 32 27.8%
  • Multi-stage A/D CP

    Votes: 63 54.8%
  • Third option

    Votes: 12 10.4%
  • Other/unusual

    Votes: 8 7.0%

  • Total voters
    115
  • Poll closed .

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Hate to post twice in a row, but I just noticed that the poll closes on 5/15/2010 - is this just and error with me, or are we really expected to wait that long for the poll to close?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I will detail SO HARD.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I set the poll to close in 100 days because it serves as a running tally of what the game-mode should be, but won't stay there once the project is well under-way. In other news, participants are welcome to post any and all ideas that they have for the project into the photobucket account. Reference pictures, gameplay layouts and half-baked sketches are all welcome. If there is a particular gameplay elements you find interesting (ie. the quarry rock in badlands) you may want to mention them, so that any people blocking can take them into account. Also, keep in mind that positions are not concrete. While I will give priority to members who were here first, there is a chance that if we are short of people on a job you may be moved to that job it it was your second or third choice.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Is there any update on this? Seems the poll has been pretty much decided.
 

jakemaheu

L1: Registered
Aug 13, 2009
40
4
jakemaheu
Blocker/base designer
Optimizer

What is the theme, per se? I noticed a swamp walkway in that photobucket link-- is that it?
 

Radaka

L420: High Member
May 24, 2009
491
244
There's a reason why these things never work - I don't know what it is, but I'm just not very optimistic about this project's chances.

I think one of the reasons is that anyone (very small post count, no proof of competence ;)) can sign up for the most important jobs, almost undoubtedly dooming this project to fail.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I think one of the reasons is that anyone (very small post count, no proof of competence ;)) can sign up for the most important jobs, almost undoubtedly dooming this project to fail.

I hate to, but do agree. Though we're unsure on the potential of new mappers, we can confirm experience when users have higher post counts and more to display.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
On top of that, it's way too big, come on, you're making a level and some custom content, not a full out video game.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Exist (steam = Luck's Revenge)

blocker/detail/artpass 2

I belive A/D IS be the best choice for this size of map.

I really like a blend of alpine/sawmill/swamp (the new doors). Sawmill is also easier (atlest to me) to create overlays and ober content for...
 
Jan 20, 2010
1,317
902
I'm neither experienced or "competent" but I can help with small things if it is needed, detailing or blocking. That's only if you need/want me to.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I think one of the reasons is that anyone (very small post count, no proof of competence ;)) can sign up for the most important jobs, almost undoubtedly dooming this project to fail.

Rest assured I am trying very hard to aleviate that problem. The main reason I asked for your top 3 jobs was because I need to look through your history, look at what maps you have made in the past, and decide what your strongest point is. I am trying to get tried and proven mappers for blocking, while those with experience but not necessarily success are co-ordinating. I've stuck people on detailing either because their maps take on the likeness of stock maps, or because I would like it to be a learning experience for them. Of course, this is my rough estimation and nothing should be taken seriously or personally.
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
i'm good as a detailer.. so thats being a blocker( i think?) so i will stay more with the detail.. shame.. i would wanted to be also art designer.. but i'm not good at it :(
 
Last edited:

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
I, sniprpenguin, am willing to help on this endeavor.

In order of me wanting, and not in order of my expertise:

1. Blocking
2. Art Pass #1
3. Optimisation

I just have a few questions in my head:

1. How exactly would blocking work? Many areas are just cut-and-dry squares, and some major areas have areas off to the side between them. (I'm think Badwater here, the area behind the roof at CP 2.) Would it be like "Make the general layout of this area, don't feel the need to conform to a square, and work with the guys next to you on how to combine them?"

2. Are we going to decide on a theme anytime soon? For me at least, this actually defines the map layout more so than vice versa.
 
Feb 18, 2009
640
629
The Mick-a-nator

Art pass #1
Blocking
Custom content

Please don't make me do anything too critical, I get nervous under pressure :S
Also, if I'm needed for custom content, please bear in mind my limits. I can model, and I'm getting better at unwrapping models, but I'm not big on textures.
 

Radaka

L420: High Member
May 24, 2009
491
244
The job I'd like to do is doing the final optimization pass, adding all the hint brushes, correctly aligning world brushes, adding occluders where appropriate, setting prop fade distances, and making sure all areaportals are functioning correctly.

Until the map reaches a fairly detailed state, nothing further than areaportals should be necessary. Once the map does reach that state, then send it to me for a full optimization pass.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
The job I'd like to do is doing the final optimization pass, adding all the hint brushes, correctly aligning world brushes, adding occluders where appropriate, setting prop fade distances, and making sure all areaportals are functioning correctly.

Until the map reaches a fairly detailed state, nothing further than areaportals should be necessary. Once the map does reach that state, then send it to me for a full optimization pass.

Well, that's generally what the second art pass is for. I'll put you on that, hopefully you'll be able to bring it up to valve standard. Also, in the interests of maintaining momentum, I will be starting the basic blocking stage. I don't expect the blockers to complete anything, but I would like to see your ideas for the areas, as well as any ideas that you would like to put forth (ie. flank routes can make a map, height advantage is necessary to break choke points, the map should be entirely in the shape of a watermelon etc.). If you have an idea or section blocked out, either post the vmf or talk to me or nerdboy.
P.S. Radaka, would you be able to help out with blocking? Or at least a bit of co-ordination.