Biodome

CP biodome B1

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
I remember this map! TMP invited me to play it way back when! Oh god I had so much fun on it (though it was almost completely untextured). I usually wait till betas to put in maps into FreeFrag's Map Montage server, but what the hell I'll include this one. I'll post back on how the community received this one.

Man, thanks! I would wait until I get a beta out though, people didn't like the ugly texturing
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
superfs.jpg


Here are some ideas. I really really like the detailing you've done so far, especially the spawn areas. I feel that the last point still feels slightly too airy and open, I think that spytech bases should be more secluded than that. Give the viewpoint near the second point a good long 3dsky to look into to give the map depth past the biodome. Middle point is a bit odd feeling, but also has a completely new look using the existing assets. Consider using the tree that 3dnj added to the gcf recently with mountainlab. Also use some rock props and shrubs a bit, generally do what hydro does with the top of cliffs and buildings (foliage, vents, and fences)
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
I forgot to add shrubs at middle on top of the cliffs, so I'll do that


But most of the spots where you told me to put a tree on last I cant because it isn't somewhere where a tree can be planted, plus no vine models. But it kinda was what i had originally planned but i forgot and couldn't be bothered to model stuff (and probably not good enough to make decent looking ones)

edit: the woods tree model is great, it looks awesome in the background
 
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Moose

L6: Sharp Member
Nov 4, 2009
312
616
I wouldn't change anything about last, I love it as it is.
Although you need to rotate the tree models so they don't point in the exact same direction. And align some of those textures if you haven't already.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
cp_biodome_b1_a0018.jpg

cp_biodome_b1_a0019.jpg


Do you guys think the tree prop is good? I love the prop, but i'm not sure if i should make a new skin for it that makes it more "dead"


I'm thinking I should, and what it would do is slightly change the tree trunk and change the color of the leaves, possibly reduce the amount too.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
ugh super now I really do feel like I'm copying you

go away
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
I think the tree looks a bit wierd, not very tf2ish and I don't really like the flat images used for huge bunches of leaves (probably why trees were never really greatly included in tf2). But that might just be me.

Also, when it comes to the actual dome, maybe you could create some panes with glass, some panes slightly broken, some with no glass and maybe a bit of glass on the ground as well so it gives it the whole "This-used-to-be-a-biodome-but-people-got-bored-so-now-it-isn't" Idea.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
I'd just change the color of the leaves. If you feel like spending the time you could reduce the amount too, though.

I just realized, having mid's cp model just sit on the ground looks odd, I'd give it a platform with some hazard strips or something.

also holy shit super it's finally a dome now and I love you
 

RaVaGe

aa
Jun 23, 2010
733
1,210
You have good ideas here
(old screens, sorry)
da8975a54e3f4142956f690efa6f4.jpg

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b562e5aab7f2688ee4e33595cef50.jpg

you must add more small blocks with contrasting colors, everything here is too clear, and it's pretty boring, put few lines of black with white wall for cut it and highlight it, use the same technique for other walls.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
Update: Optimization is probably done. All I have left are soundscapes, 3d skybox, and a bunch of little stuff. My sound broke, and I'm leaving on Tuesday or Wednesday for thanksgiving. I'll be back Saturday.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
-snip double post-, might aswell put the new stuff here

So go ahead and check the map out. Today was long and frustrating to get everything to work, so I'll check stuff out tomorrow
 
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RawrSpoon

L1: Registered
Nov 9, 2010
11
4
Got it up on FFN's Map Montage. Here's the main problem I saw with it

-The vent is ridiculously easy to camp. Get a pair of engineers in there and you won't get them out even with an uber. We tried with multiple ubers and most of them failed to get the engineers out of that vent.

It stalemated and went on for around 45 minutes until one team finally won.

Also new players got instantly lost. More signs might be required.

Besides that, the general consensus on the server (which was full, btw) was that it's an extremely fun map and I concur. It really is a fun map to play on.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
-The vent is ridiculously easy to camp. Get a pair of engineers in there and you won't get them out even with an uber. We tried with multiple ubers and most of them failed to get the engineers out of that vent.

By chance, were you ubercharging a demoman or a soldier?