cp_underground - A fully below-the-surface map

Woozlez

L3: Member
Jul 28, 2010
129
287
I have currently only made the blue spawn area - I have more progress than the screenshots and the .vmf shows, but I'm currently working on making another version I'm proud of - Will post the current version always here:

http://www.mediafire.com/?kgaalqver6kxiai

In these screenshots, I did not bother making the official skybox yet and just added the true scale props outside the top displacement. Also, the cubemaps are not activated in these screenshots (but they can be in the .vmf of course).

Pic_21.png

I had to add glow in Paint.net for you to be able to see the wall
Pic_22.png

Players can get up on top of the fort as the demoman but I added player clip at the edges of the displacements
Pic_14.png

Pic_15.png

Blu Industries lighting, I have added spotlights to the bulbs here in the next release
Pic_16.png

Another view of the front
Pic_17.png

Pic_20.png

The hole - I need to move the light effect a bit closer to the corner
Pic_19.png

View of the top

Send me .vmf files with anything you want to add to this level - Either make it separate (All of the displacements are 320x320x8 (blendrockgroundwall003 for Walls/Ceiling with invert alpha - blendrockgroundwall004 for floors) - Any tips to make easier-to-use displacements, please comment) or add onto the .vmf ^^^ (Some ideas are to either add an upper level to the blue fort, another tunnel out of the area, an area built off of the big blue hallway (Doesn't have to be at the end of the hallway), or a start to the red fort - Do not work on the area under the bridge if you want to collaborate, I'm currently working on that area) - Your name will go onto the credits if you decide to collaborate

All help is very much appreciated!
 
Last edited:

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
Looks like you've gotten a good start. But allow me to offer two pieces of advice:

1. Do it yourself. You'll become a better mapper from such.

2. Sketch out the layout of the map. Doesn't have to be anything fancy, just some boxes showing all of what you typed out in super-huge font there.

Good luck!
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
This corridor is very looooooong. Maybe put a couple of bends in it, or put some props in to break up the site line and add some interest.

Also I'd advise that you layout the map without details or textures to start with (just use dev textures, the ones you see in orange maps). Once you have the whole thing laid out then you can playtest it and see if the layout works. If it doesn't it won't be a hassle to change as you won't have to move a ton of detailing around. Then, once the layout is sound start detailing an texturing. ;)
 
Last edited:

nik

L12: Fabulous Member
Aug 14, 2009
987
564
What did you use for the volumetric lighting?
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Whosawhatsit now?

I'm completely new to tf2 mapping guys, I really need your help with lighting, area portal/hint location, soundscape, shadows, reflections (I know how to do cubemaps at least), etc... I know how to model in blender but do not know how to do anything above meshes (No nurbs, textures, etc...)
 
Last edited:

soylent robot

L420: High Member
May 26, 2009
499
394
all your pictures seem to have vanished D:

Whosawhatsit now?

I'm completely new to tf2 mapping guys, I really need your help with lighting, area portal/hint location, soundscape, shadows, reflections (I know how to do cubemaps at least), etc... I know how to model in blender but do not know how to do anything above meshes (No nurbs, textures, etc...)

well, giving the wiki a good going over is not a bad idea.
grab the ultimate mappy pack thing cos it is full of useful stuff and greatly helps new mappers to tf2 (i should know, it helped me). its got preset lighting and suchlike that you can tweak to your heart's content
as for modelling, i do mine in 3ds max, no idea about blender im afraid

cubemaps however isdead easy
make a little block that is 64 hammer units high and texture it with skip, then put the cubemap entity above it. copypasta the block with the cubemap all over the flat ground surfaces in your map (the bits players will walk on) so you get an even cover of about 100 units between each. exactness is not important
when you compile your map and want to release it, put all this stuff into the console in tf2 one at a time
map [your map name here]
sv_cheats 1
ma_specular 0
buildcubemaps
mat_specular 1
disconnect
mat_reloadallmaterials
sv_cheats 0
and that does the cubemap voodoo to your map file
 
Mar 20, 2012
391
806
At first I was excited, because I thought Woozlez had made a thread about the map he's presenting in the WIP thread.

And then I realized: soylent robot is a necromancer. :(
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Ya silly goose.

I had to get in some mapping practice before I could come back to making a tf2 map.

But yes, even back two years ago I had a .txt file with
sv_cheats 1
ma_specular 0
buildcubemaps
mat_specular 1
disconnect
mat_reloadallmaterials
sv_cheats 0
and that does the cubemap voodoo to your map file



If you're so interested, this is all I could do back then:
Pic_4.png

Pic_4_5.png

pic_3.png

Pic_13.png

Pic_11.png


My brain was nowhere near comprehending what I'm able to now.
 
Last edited:
Mar 20, 2012
391
806
Any idea when you might be updating this thread or creating a new thread on your current underground map, Woozlez? I am very interested in seeing more progress on it.
 

Woozlez

L3: Member
Jul 28, 2010
129
287
In due time. I still want to be able to get basic level design perfected so that it's not just pretty but plays well.