Supply

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149

(click it for a phony update page)

This is actually a relatively new map, probably started in March. I spend a lot of my time on unannounced maps and projects so its nice to release something every now and then!

The original idea was for it to be a competitive map, but after talking with some teams and doing some test runs, it was clear its not set out to be one. Its a little larger than badlands and the spawns are more spaced out, so to keep that offensive going you better have an engineer with a teleporter!

Beta 1
Beta 2

(yes industrial is still getting worked on)
 
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honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
Great feedback guys! If you're going to type a reply, may as well include a few words about the map, eh?

Anyway, I've played Supply a few times now and it is good fun, lots of potential. In previous versions my main gripe was the middle point and it being cramped, but it looks a lot better in this version. Check it out guys.
 
Feb 14, 2008
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http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30019.jpg

Lots and lots of windows with lights on, maybe BLU should start saving power, by switching some of those lights off - I think it would make it look less repetitive. Nice mountain in the background! On the right side, the wood grain is perpendicular to the angled beam (under the awning). And I don't know if its already there, but I think scaling your water to one, in lieu of 0.25, will make it look better.

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30018.jpg

Same here with the water. I think you could make the displacement mapping on the gold a bit more obvious (or just get rid of the gold), and maybe change up some of the cover walls into something else, unless its Hydro, these things get very repetitive very quickly, especially when orientated in the same direction.

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30020.jpg

It's not a mid point people are going to be jumping around about, and I mean that literally because it's indoors, and frankly quite flat. I wonder if you could add a a bit more height-based gameplay here, in the vein of Well.

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30021.jpg

The long building in the top left could do with some more interesting architecture on it, rather than just being one long 'ol flat angled roof. And I never noticed this before, but that point is above the ground, it looked flat from the angle in the screenshot - should provide some pretty unique gameplay there, however its extremely exposed, I don't know if you want to be wary of snipers poking their head out of the garage door in shot.

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30022.jpg

I don't really like the wood in here. Sure it fits RED's theme, but I can't say it fits with the theme of the map, which is an industrial trainyard, and I think metal would work better towards the overall theme.

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30023.jpg

The roof of the middle. building is very flat (if curved surfaces were flat) and boring, you could spice it up a bit somehow. And the specularity on that surface is really cool :O
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
whoa hey itd, where have you been man

I traveled to India and climbed Mt. Everest to find myself, to inspire myself.

(I mostly stick around and test maps on Knifeback because they give tons of feedback and berate me when I do stupid things they're only doing it out of love :blushing: )

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30019.jpg

Lots and lots of windows with lights on, maybe BLU should start saving power, by switching some of those lights off - I think it would make it look less repetitive. Nice mountain in the background! On the right side, the wood grain is perpendicular to the angled beam (under the awning). And I don't know if its already there, but I think scaling your water to one, in lieu of 0.25, will make it look better.

I liked it with the lights on, made the base look used and provides a light direction for the attacking team to move towards. I'll look at turning some of them off. I need to check the water scaling, I think its .5 or 1 already. I will check when I get home!

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30018.jpg

Same here with the water. I think you could make the displacement mapping on the gold a bit more obvious (or just get rid of the gold), and maybe change up some of the cover walls into something else, unless its Hydro, these things get very repetitive very quickly, especially when orientated in the same direction.

Nah I gotta keep the gold, it provides an objective for the attacking team, like the rocket in well or the elevator into the base in badlands. I'll dial up the displacements.


http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30020.jpg

It's not a mid point people are going to be jumping around about, and I mean that literally because it's indoors, and frankly quite flat. I wonder if you could add a a bit more height-based gameplay here, in the vein of Well.

I had a building on the point and it just proved to be frustrating as demos could clear the point really fast. People asked me to remove it and unify the building into one battlezone. I think I could re-add something, I've got some ideas and I'll do some sketches.

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30021.jpg

The long building in the top left could do with some more interesting architecture on it, rather than just being one long 'ol flat angled roof. And I never noticed this before, but that point is above the ground, it looked flat from the angle in the screenshot - should provide some pretty unique gameplay there, however its extremely exposed, I don't know if you want to be wary of snipers poking their head out of the garage door in shot.

No one else mentioned the building, so I don't think it gets looked at much during play. I'll fiddle with it and make it look less blocky. Snipers weren't a problem with cap 2 as far as I remember. There was a spot on last that was a problem which was fixed in beta 2.

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30022.jpg

I don't really like the wood in here. Sure it fits RED's theme, but I can't say it fits with the theme of the map, which is an industrial trainyard, and I think metal would work better towards the overall theme.

I agree. I'll try some metal but I'm leaning towards brick right now. I want to keep that interior building metal so theres some idea that the buildings been updated and modified since its original construction.

http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30023.jpg

The roof of the middle. building is very flat (if curved surfaces were flat) and boring, you could spice it up a bit somehow. And the specularity on that surface is really cool :O

You should download the map and check it out :) All the outdoor surfaces have specularity applied and theres a thunderstorm that rattles off thunder/lighting every 10 seconds or so! Plus the nice rain effects that I think are an improvement over Sawmill.

EDIT: About the roof, I was looking at ways to make it more interesting, but couldn't come to a conclusion that I wanted to get in this version. I'll see about adding some trim or something nice.
 
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Feb 14, 2008
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I don't think my laptop can handle specularity :(
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
I don't think its that intense. Its really visible in that shot because I got close to the ground. I'd even venture to say that you don't really notice it unless you're looking for it.
 
Aug 10, 2009
1,240
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I would download it but currently my laptop might kafreakinboom if I open tf2, so I'm sticking to Hammer atm.

About the map: Sorry to be another screeny commenter, but in the third screenshot the trims on the concrete floor (the painted ones) look a bit odd, or at least the ones on the top of the concrete do, not the ones on the side. Consider changing those back to the standard concrete texture not a painted one?

About the specularity: Am I missing something or are there normals in there too? or is there some config your running? Because I swear there are normals and speculars in there :S
 
Feb 14, 2008
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The area outside each team's final point (beyond the garage doors), felt quite awkward for the short time I played the map yesterday. In particular the area under the awning here http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30021.jpg (with the planks under it). It just does feel right that I should be allowed under there, in respect to other TF2 maps. The whole area there was a little bit flat and lifeless, and I think you could get some more detailing down on the concrete (like tyre tracks or something in that vein).
 

lana

Currently On: ?????
aa
Sep 28, 2009
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I like the use of theme here, but the concrete ground might need some more breaking up. The skybox, however, looks excellent.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
I like the use of theme here, but the concrete ground might need some more breaking up. The skybox, however, looks excellent.

It does look flat to me. I'll see what I can do about getting some more detail in. I'll take a look at granary and see what they do there to add some life. I like the skybox too! Thanks!

The area outside each team's final point (beyond the garage doors), felt quite awkward for the short time I played the map yesterday. In particular the area under the awning here http://forums.tf2maps.net/geek/gars/images/2/4/4/2/cp_supply_b30021.jpg (with the planks under it). It just does feel right that I should be allowed under there, in respect to other TF2 maps. The whole area there was a little bit flat and lifeless, and I think you could get some more detailing down on the concrete (like tyre tracks or something in that vein).

That spawns getting moved up to where the container is, under the floating rails. I'll make the area accessable, maybe even a way for non-explosives and scouts to get up on the roof.

EDIT: Beta 4 Info:

We playtested on Knifeback yesterday, and a few problems:

-Few navigation issues getting from 'A' to 'C'. I've switched some signs around so hopefully that'll fix it.
-Spawn 2 is too far back. I'm moving it up to the container after cap 'B'.
-Spawn 3 is slightly confusing as to where you go when you exit it. I've re-oriented it like the badlands spawn 3 so hopefully that'll fix it (like so).
-The last push to cap 'A' is too long. I'll cut out an iteration of the fence and pull the back foreward, so theres about 1/2 to 2/3s of the room gone.

I'll add some detailing changes and stuff to my changes list. I'm almost through the changes so a new beta sometime next week eh?!
 
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lana

Currently On: ?????
aa
Sep 28, 2009
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It does look flat to me. I'll see what I can do about getting some more detail in. I'll take a look at granary and see what they do there to add some life. I like the skybox too! Thanks!

Well, consider the large concrete blocks and the metal kegs. They can be used in a variety of ways to create believable areas while providing excellent cover. Not to mention, everything's fun with a keg!
 
Feb 14, 2008
1,051
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I really should proof read, I meant that you shouldn't be able to get under there :facepalm: