Outrigger

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
My second complete map. Outrigger was created to replace CTF Summit in AMC #4. Why? Summit sucked. 'nuf said.

I will probably release the skybox at a later time if there is any interest (sometime after the contest).

Oh yea, sorry about the net_graph in a few screenshots, I forgot to turn it off and didn't have time to retake them.

Still to Do:
- 3D Skybox
- Further detailing the interiors of the buildings

Main two things I would like feedback on:
- Sightlines (this is what killed Summit)
- Did Pakrat pack everything correctly :p

Big thanks to:
- Rexy: Wall Boards
- TF2Maps Swamp Pack Team: For making the swamp pack (duh)
- Acumen (akkushaver [at] gmx [dot] de) - Lifesaver models
- Spike: Jungle models pack (the coconut models)
- Boojum Snark: Improved FGD
- Anyone else I forgot (PM me I'll add you to the list if I forgot )

Thanks for checking out this very late contest entry :p.
Also, Summit is dead for now
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
whoa snap acidtrip sky.
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
Since I'll be away for several days and unable to submit to the next few gamedays, I started on A2. Here's some progress pics:

More sniper cover:
a2-2.jpg


More custom content (it's blurry cuz it's underwater)
I modelled the treasure chest (it's still unfinished), I recompiled the dead fish as a static prop from one of the party gibs, the coins are from the Jungle Pack and the "seaweed" is from the swamp pack.
a2-3.jpg


Continued detailing the team bases. (Stole most of this detail area from ctf_summit, because im not continuing it right now and probably won't submit it).
a2-1.jpg


(No Picture) The mid bridge has wooden supports now.

Hoping to have a gameday-worthy version soon after I return from my trip.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
The sky still makes me uneasy.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
You won't be underwater very much will you?
 

lockitup

L2: Junior Member
Nov 15, 2009
71
24
The sky looks okay, the water, not so much.

Also, I had to do a doubletake at the name.... heh.
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
You won't be underwater very much will you?

No, I didn't want to put pyros at a disadvantage. The water serves as an extra escape route from the intel room, but the intel carrier still has to surface and run for a little before they're out of the base. There is no water at mid, and you don't need to go through the water to get in and out of the intel room/base, its more of an alternate route. The underwater detailing is kind of a way to have a more distinct boundary in-game between playable and non-playable area. I'm hoping to get a coral-reef type thing going eventually to make a better boundary. (Need to find coral models, but I'm holding off on some of the more complex custom content until the layout is better finalized.)

The Sky: I was thinking of making it a little lighter--more yellowish than the strong orange it is now. I figured I'd show it to you guys first, to avoid over-correcting it one way or the other.

The Water: I'm assuming you're talking about the ugly orange reflection on top of the water...I'm working on getting a less ugly glare, this is mainly due to the strong sky color (as stated above). Also, the 3D skybox isn't done yet, that's why it looks like it falls off at the skyline.

Thanks for all the feedback guys!
 
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lockitup

L2: Junior Member
Nov 15, 2009
71
24
my comment was in regards to the underwater detailing, the seaweed just doesnt look good to me. and that blue looks way to cartoony.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
First thing: PLEASE up the ambient lighting in your light_environment by a few hundred. It's horrifically dark, and that makes team differentiation hard.
Second: It's looking quite nice already, but I'm concerned about that fact there's only really one way from one side of the map to the other. Maybe try adding more pathways and flanking options that go to the side of the intel room, rather than the front?