CTF_Colliery

marnamai

L1: Registered
Dec 7, 2007
48
2
Hello, I've been of the tf2 scene for a long time. But started playing again since the Mann.Co update, decided I wanted to make a ctf map for tf2.

The map is set in a colliery (a coal mine) but not in your typical red, dusty desert, I 'll be using the alpine setting. The layout will focus on the elevator building where most of the combat will take place. Both bases will be mirrored and layed around the centerpart in a U-shape.

I might add an underground route (a mine tunnel) that connects both bases and the central elevator shaft (pit of doom)

 

Attsy

L3: Member
Jan 31, 2010
110
29
Why is there nodraw faces showing on the second pic?

Also I love that interior area,looks really good already, just a little too open. Hard to tell though from the angle. I also really like the alpine coal mine theme. There's lots of nice texture choices that IMO look really good.

One more thing, even in early stages please turn off the viewmodels using the command r_showviewmodels 0, or maybe is it r_drawviewmodels 0, either or the fill in should tell you.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
yeah, your interior looks great so far
 

marnamai

L1: Registered
Dec 7, 2007
48
2
I 've got a sightline of 4096 units, from on red's exterior, through the building to blue's. I need a large prop to break it up, sadly tf2 lacks any vehicle props (with the exception of the dumptruck) a bulldozer would be fitting to break up the sightline.

Are there TF2 themed vehicle prop packs on the net?
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Wow that interior looks awesome... For your break up of cover, a single bulldozer probably wouldn't be big enough, for a couple of ideas, you could create something like what double cross did with a large pile of junk in the middle or you could create a separate building which would allow players to move up into, regroup at and reload and re-stock.
 
Aug 10, 2009
1,240
399
I like the metalwork inside but I can't really see the paths, as far as I can tell it's pretty open on the bottom with two levels or catwalks/ramparts above it. I would suggest adding something interesting to the bottom (a small building or something non-model) to try and spice it up down there.
 
Mar 23, 2010
1,872
1,696
hmm, nope no bulldozer :/


::p: obviously a placeholder

hahahah that looks pretty good for a placeholder. you got some purty good brushwork.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Wow that interior looks awesome... For your break up of cover, a single bulldozer probably wouldn't be big enough, for a couple of ideas, you could create something like what double cross did with a large pile of junk in the middle or you could create a separate building which would allow players to move up into, regroup at and reload and re-stock.

he can put a belaz in there :D that definitely wont be too small
569977-030351fb6b477a54d10274963b28b406.jpg
 

marnamai

L1: Registered
Dec 7, 2007
48
2
little update
- started on exterior
- rotated the elevator structure
- textured the center building



edit:
center building interior

base entrance and mine tunnel entrance

center building seen from base
 
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MrTwoVideoCards

L1: Registered
Aug 27, 2008
46
2
Like I said on loper's the cave stuff is looking pretty damn good. I think you should get in some variation in lighting by using both mounted industrial lights (as you currently have) and a few lanterns in specific areas.
 

marnamai

L1: Registered
Dec 7, 2007
48
2
Several things didn't turn out to play as well as they looked, decided to restart completely

^ is replacing the center building.