Cp_Barnyard Attk/Dfnd (Detattol and Jetti)

Detattol

L1: Registered
Jul 25, 2010
43
4
Hey everyone, This is Detattol, (Makar), and I've been working on a map with Jetti. The map is called Cp_Barnyard, although that may change.

The map is a RED controlled Attack/Defend Map (BLU attacking). The map started out as a small map for me to work on making nice displacements, but It has evolved into something else.....xD

The map so far is only up to Point "A" and not near completion. The map is going very well so far, and I'm having fun! The "Theme" for our map is a farm, granary style map, lots of farming and....grain!

Well, Here are some Pictures to help you see it, and remember, by no means is anything permanent, this is just the rough outline for the map:

The Barn WiP:
Cp_Barnyard_V10b__The_Barn_WiP_by_zarosol.jpg


This is going to become a barn, it's near the BLU spawn, which is behind, and to the left of the cameraman.

The "Crossroads to A"
Cp_Barnyard_V10b_The_Staircase_by_zarosol.jpg


This is a set of buildings as follows, The bridge to the Barn WiP on the far left, then the "Elevator building" (Called as such by our proud game tester due to the Elevator I added in, which will change later on.) Then the Staircase near the truck (***Prop Request located for here, View it down below***)

The Tunnel!!!
Cp_Barnyard_V10b_The_Tunnel_by_zarosol.jpg


This is a neat little tunnel, You'll see the other end of it in the next picture, but as for this, is is over on the right side of pic 2, down the edge of that wall. It is displaced, lighted by lanterns, and has a nice little backstory...thing. (BLU is invading right? well....they wanted to get the drop on those RED S.o.B.'s guarding A, so they cut a tunnel from a simple supply building, right into RED's Supply basement!!

The RED Supply Basement:
Cp_Barnyard_V10b__Back_Tunnel_by_zarosol.jpg


This is the far end on the tunnel in pic 3, This tunnel goes to a building right near A, allowing a total of 4 entry points for BLU team to take (not including the countless Rocket/grenade/Scout jumping spots!!), which will have a one way door at the top, to help BLU out!

The Tunnel building:
Cp_Barnyard_V10b_Tunnel_stairs_by_zarosol.jpg


This is the Building the tunnel will come out of, right near "A" as i said above. it will have the one way door right in the doorway in the middle of the picture, and no, you will NOT be able to go on top of this building.

Capture Point "A"
Cp_Barnyard_V10b_Cap_Point_A_by_zarosol.jpg


Yes. you have seen this building before,:O it's actually Cp "B" from the artpass map, and NO it will not stay like this for long, it was just a simple building to use to outline where A would be. and C'mon that ladder is sweet!

As I stated above, the Theme is a Farm and Granary style map, but I didn't mention one aspect. its a might map. and sorry about the (ironic) bad lighting, the lights in pic 2 were supposed to be lighted, but were not....

And YES I know it needs cubemaps, I'll deal with it.


Also, We are in need of a few props if anyone has some knowledge and isn't too busy with the Artpass contest and all.... We are in need of the following, if you would like to give us a hand, please Message me on steam:

Farm Style railings, for the area above the truck and near the stairs in Pic 2. (The ones we have are okay, but real Farmish style ones would be much better)

Small props such as large sacks of grain (much like the smaller ones in game), a few nicer boxes, with grain symbols on them (or an overlay added on, although we can do this.).

And some nice support beams, (For various walls, I could make them out of brushes, but if you have any thoughts, please share)
 
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FeartheMango

L69: Deviant Member
Sep 8, 2009
69
25
It seems like you are focused more on detailing more than layout judging from the screenshots. For a map still in WiP, it has way more detail than needed. Normally it is far better to start out with dev textures and a basic blocked out layout than detailing as you go.
 

Detattol

L1: Registered
Jul 25, 2010
43
4
It seems like you are focused more on detailing more than layout judging from the screenshots. For a map still in WiP, it has way more detail than needed. Normally it is far better to start out with dev textures and a basic blocked out layout than detailing as you go.

Yeah well. Jetti is kinda a little......crazy when it comes to details, We are just making it one step at a time. The Details are probably gonna stay, We try and do one building at a time, although besides a small error in the tunnel the whole "basement" area is done.

And yeah, I tried strting with Dev. Jetti wouldn't have any of that. lol.
 

Ost

L2: Junior Member
Jun 26, 2009
61
32
The shack in the last screenshot looks like copypasta from the Artpass Contest map.
 

Detattol

L1: Registered
Jul 25, 2010
43
4
The shack in the last screenshot looks like copypasta from the Artpass Contest map.

uhh....did you read the message under the pic? it IS. It 's not gonna stay like that, I just wanted a placeholder to make sure I knew where to keep A. it's going to become a...oh! tricky! almost gave it away. nice try though.
 

FeartheMango

L69: Deviant Member
Sep 8, 2009
69
25
Yeah well. Jetti is kinda a little......crazy when it comes to details, We are just making it one step at a time. The Details are probably gonna stay, We try and do one building at a time, although besides a small error in the tunnel the whole "basement" area is done.

And yeah, I tried strting with Dev. Jetti wouldn't have any of that. lol.

Well, detailing before layout ultimately makes it harder to tweek the map in the long run. Which ultimately makes the dev time for the map longer and the work harder.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
From what I can tell in the pictures, the layout seems a bit open, but I might be completely wrong, could you get an above shot of the map so we can see the overall layout a bit better.

From the looks of it, it seems a bit dark outside, maybe you could put in some outdoor lights to light the place up. Detailing seems ok so far, could use a bit more.

Also, what are some of the dimensions/deeper descriptions of the models you want, I've got a lot of work right now but I might have a go at them, not that they'll be all that good or anything.
 

Detattol

L1: Registered
Jul 25, 2010
43
4
New Pics, Take a gander!

Hey everyone, Benn working hard, Thanks for the comments, I'm starting to do a lot less detailing until I have a layout down, although a few of my friends want me to turn this into a fun map! lol.

Anyway here's a new outside Spawn BLU pic, a lot more stuff, so less open area now.
Cp_Barnyard__Outside_BLU_spawn_by_zarosol.jpg


As you can see, I added a small shed, which you can stand on, into the large open area, to kinda spread it out more. You can go inside, and stand on some props allowing you to see, and fire out the window, now while snipers may be able to "camp" this spot, the alternate exit to the spawn makes this very difficult, plus the tiny space makes for few escapes. heh.

The Next picture is of the outside the (so dubbed by the game testers) "Lift-room" due to the small "lift" which up until version 13 I think, actually moved, now it's not but a prop for the reason of, no one would really use it, due to the stairs beside it.
Cp_Barnyard__Outside_Liftroom_by_zarosol.jpg


Its coming a lot better, with the nice Lights on the outside.

Next I'll show you the inside of the Lift room, in the picture above, The small light you see under the stairs is a small "storage" area with a lantern, some barrels and a few sacks of grain. You can also see that nice lift there.
Cp_Barnyard__The_Liftroom_by_zarosol.jpg


Yeah, I like this room, probably one of my favorites!

Next is a small fortified building Right near "B" I haven't worked on B too much yet, just trying to get some surrounding buildings, then I may get it it's on platform.
Cp_Barnyard__Around_Point_B_by_zarosol.jpg


It has 2 small rooms, and behind it, is the next area (which will lead to C) the Large area to the right, (big building) with the small lift is just a block right now, i'm going to add more rooms and extend it maybe over to the right, into a second building. XD

Pay no attention to the Point just added it in......not sure why. None of the points work atm though. Anyway pay BIG attention to the bridge, I LOVE it!
Cp_Barnyard__Around_Point_C_by_zarosol.jpg


This bridge didn't take me TOO long, but it was well worth all the work, it looks amazing I think!

Well, Some of you asked for a "Scout's Eye" View, so here it is, Don't mind the stuff to the right, just some small buildings that may not make it to V22. You can't see B here, its way over there. but this is the working layout for the area near A, the shadows are going to be fixed shortly.
Cp_Barnyard__Point_A_Overview_by_zarosol.jpg


Anywhere you see a lot of open grass, is going to be propped. xD I just haven't got to it yet. I really need to fix the "barn" on the top left and on the right, between the silos and A there is a fence, hard to see I know, but It may not be there soon, not sure, how i want A to become B. working on that, thats why I built way over, and on other files.


Well. I hope you guys like it PLEASE tell me anything you see wrong! or Right! comments, Critics, and.......well....comments are VERY welcome, I may not get another new set of pics until I'm finished with A's transition into B.

Also, The Map will become a total of a 5 Control Point Map. (A,B,C,D,E) Which will be spread out, kind of like A back-words L i believe, and with RED spawn in the corner, for easier access to the points, :)