pl_kaibab

lukechalfant

L1: Registered
Jul 12, 2010
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I live in Arizona and I went camping up north about a week ago in a region called Kaibab. That, along with Sawmill (obviously), is my inspiration for this map.

Sawmill is my favorite theme because I love rain (probably because of the lack of it out here in Arizona), and I haven't played any other maps with that theme so I thought it would make it stand out a bit more.

I've been tinkering with Hammer on and off for about a year but this is my first attempt at creating a map.

I'm thinking a single stage, 4 or 5 checkpoint map, similar to Badwater.

Just to the right, outside of the picture, is a train on a raised part of land. The payload will slightly follow parallel to the train for a bit as they both cross a shallow river.

Haven't decided too much more yet besides that I want a checkpoint next to a waterfall. A good amount of vegetation in a few areas (lots of pine trees). And a couple tunnels in the sides of cliffs.

I know there isn't much yet but what do you think?
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
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Well for a first attempt it's not looking bad. The big block with 'BLU Industries incorporated' is looking a little boring and flat though, give it a nice roof and a few windows and it'll look much better. :)

Good luck with this first map of yours. ;)
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
The spawn is looking really nice except for that big blue block as Hanz mentioned. Also probably wise to have a plan drawn out before you start mapping, it can help a lot when you'd normaly be sitting in hammer thinking of the next area of the map to do.

Also are those two metal sheets being supported by anything besides the walkway? It looks a bit odd with them upright against nothing.

But loving the theme, looking forward to being able to test it one day.
 

lukechalfant

L1: Registered
Jul 12, 2010
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The spawn is looking really nice except for that big blue block as Hanz mentioned. Also probably wise to have a plan drawn out before you start mapping, it can help a lot when you'd normaly be sitting in hammer thinking of the next area of the map to do.

Also are those two metal sheets being supported by anything besides the walkway? It looks a bit odd with them upright against nothing.

But loving the theme, looking forward to being able to test it one day.

Currently those metal sheets have no support. I'm going to have to figure out how to pull that off. Maybe there is a bolt model or something. Actually right now there aren't even supports for the walkway. I can't resist from adding in some props as I go but overall I'm really not trying to completely detail yet.

As for the big block, I just threw that in there because I decided I wanted a tall structure there with some BLU logo. I'm going to add more shape and detail to it soon.

Before I started in hammer I tried to sketch the map out but I couldn't really convey my ideas for a 3d level onto a 2d sketch. I guess I'm over complicating it. I should at least sketch out minimal structure. Eh?

So far I've noticed as I'm going along my biggest problem is that I'm putting too much thought into the details. Like I spent probably an hour thinking of a logical way to have a train track coming out of some big, wooden factory building.

Then I looked at some other maps and realized: TF2 doesn't need to be that logical. You can have rockets in a granary and it fits; that's just TF2.
 

lukechalfant

L1: Registered
Jul 12, 2010
12
0
Update:
pl_kaibab2.png


Gave the big block a roof, windows, and some wood patches.
Added another section of roof.
Added chimneys (not liking the smoke, anyone know a better smoke to go there?).
Added more lights.
Turned down the fog.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
Your detailing looks pretty good, but you still need to cut down much of the fog.

Also disable the shadow on your tracks!
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
You might also want to build the rest of the map, and probably, use the dev texture.
(That would make it easier to change gameplay issues)
 

lukechalfant

L1: Registered
Jul 12, 2010
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At my center gate the top gate goes through the roof when it's open. Is there a way to hide parts of props?

And:
Okay okay okay. Haha. I get it. I need to plan more. I'm currently sketching out the map and then I'm going to block it out with dev textures.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
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Sep 5, 2009
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Also probably wise to have a plan drawn out before you start mapping, it can help a lot when you'd normaly be sitting in hammer thinking of the next area of the map to do.

For people like me I just can not do that, the best I try I actually end up making something worse on paper than I could simply throwing around ideas roughly then rearranging while I'm in alpha.

It isn't that bad if you don't detail a lot and just stick to simple blocks.
 

lukechalfant

L1: Registered
Jul 12, 2010
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For people like me I just can not do that, the best I try I actually end up making something worse on paper than I could simply throwing around ideas roughly then rearranging while I'm in alpha.

It isn't that bad if you don't detail a lot and just stick to simple blocks.

True. I can sit there and try to get an idea out on paper, with limited success... but once I actually start putting things in and I'm looking at the level in 3d I find it easier.
 

lukechalfant

L1: Registered
Jul 12, 2010
12
0
pl_kaibab3.png


Added a couple more buildings. The one on the right is still very plain.

I have a much better idea of the level layout. I have to block more of it out though.
Since the first area is fairly open I want to contrast it with the next area being tighter so I'm moving it into a mine.

Then back outside for an industrial area.

And I still have to figure out what I'm going to blow up.

God I hope I finish this before next semester begins. Or at least get to Beta. Or even close to Beta. Lol.