WiP in WiP, post your screenshots!

Xerol

L1: Registered
Feb 7, 2011
9
3
Alpha-ish version of cp_greenhouse:

If you don't want to read all the text just skip to the video at the bottom which walks through the map.

The initial alpha of cp_greenhouse. RED and BLU are at it again, this time taking over opposite ends of a gigantic antarctic indoor greenhouse. Underneath, however, is a cache of gold that both sides are trying to get at.

Description of various areas:

-Spawn area/1st point: I haven't done much with these areas yet. There's a ramp up to the rear mid battlements behind the spawn, and the entrance to the hedge maze quickly leads to the underground tunnel system where all the gold mining is taking place.


-Hedge maze: Connects the 1st point, 2nd point, tunnels, and mid point, one maze included on each side of the map. I will probably make this nobuild so it can't be home to impassible sentry farms, but there's plenty of other ways around it that it shouldn't be a big problem. If I can figure out how to do it, I'll probably make it so sentries can't be built but teleporters and dispensers can.


-2nd Point/Arboreum: These areas will be decorated with more trees and some other props. It's a fairly small area but the hedge maze and mid-house provide alternative routes, and there's a hatch that leads down to the rear half of the tunnel system.


-Mid-house: 2 basic levels, one on the ground and one above, with a ledge to the sniper decks and a hatch down into the tunnels. Not too satisfied with how this is right now, it's fairly bland and probably won't see too much gameplay use unless I change a bunch of things around. Right now it is a good way to get to the 2nd points and controlling this area lets your snipers have a good view on the actual mid point


-Midpoint/Fish Pond: The two sheds are non-functional right now, I may add a small doorway and hide some health or ammo in them. The shack in the rear has multiple levels and includes a hatch down into the "front" half of the tunnel system. Ramps up to the shack provide a pseudo-battlements, and the design of the shack prevents players from simply running between spawns.


-Tunnel System(s): Right now there's two separate tunnel systems, one connecting the mid point with the two gigantic pillars near the side entrances to mid (the "front"); and one connecting the 2nd points, hedge mazes, and mid-house (the "rear"). These will eventually be connected and be styled as mining tunnels, with a few larger areas included where the actual mining is "taking place". I might fence off some of those and simply have the mining bits as decoration.


I also made a short video running through the map to show how the different areas connect. Or at least I thought it was short; there's so many different ways to get between areas (maybe too many) that it took almost 4 minutes: http://www.youtube.com/watch?v=PBgMo11r31s

I just started using Hammer on Tuesday so I'm not proficient in all the facets of map building quite yet.

Edit: Got the map up.
 
Last edited:
Sep 1, 2009
573
323
arena_arakawa_b00046.jpg


arena_arakawa_b00040.jpg


Oh thats where I hide the explosive crates in a wooden building, ahhhhh I see.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I see no explanation for their explosiveness :v
 
Sep 1, 2009
573
323
Its kinda an inside joke, they are storing boxes marked 'explosive' in a wooden building. And now time to add either a door or a lock and some hinges
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
:eek: loving these rocks !
I wanted to create such exact rocks, but lacked skill and patience.
Now I can just steal yours !
 

Batandy

L3: Member
Oct 10, 2010
132
87
the fur suggestions were correct, it helped a lot, and give a good amount of definition. I was hesitant because it's a fine detail that i really don't like to bother with in tf2 items sometimes, but it worked out. I've used normal maps before for things like this, not just for details, but for form, you've probably just never noticed them. I still don't like how source handles normal maps (and i've already made a large fool of myself on that topic, see the manor thread). Here's some hair:

dogbread_wip_13.jpg

oh god i love pugs!
 

RetroGunner

L1: Registered
Feb 12, 2011
11
2
Hey guys, I'm new around here.

I suppose this could be considered my "first map ever" seeing as how this is the only one I've ever taken to a level where it was actually playable. Before this map I just kinda messed around with hammer, making giant rooms with low gravity and that sort of stuff.

Anyways, I'm hoping to eventually turn this into a swamp themed map because I think those look pretty cool, but I don't really see it used that much.

http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-48-49.jpg

http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-36-91.jpg

http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-29-30.jpg

http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-13-10-39.jpg

As you can see, I haven't even touched the skybox. I've just left it as a simple (and not so great looking) 2d skybox just so I could test it out and stuff like that.

Whoops, almost forgot to mention that it's a king of the hill map.
 

RagnarHomsar

L2: Junior Member
Aug 22, 2010
59
19
I can see gigantic sightlines nearly everywhere in each of those screenshots. The most egregious is the one that goes across the whole map in the 2nd screenshot.

Other than that, the geometry looks interesting. I'm curious to see how it plays.

(Also, change the skybox to a TF2 one, even if it's just sky_tf2_01. It's in Map > Map Properties.)
 

Batandy

L3: Member
Oct 10, 2010
132
87
Hey guys, I'm new around here.

I suppose this could be considered my "first map ever" seeing as how this is the only one I've ever taken to a level where it was actually playable. Before this map I just kinda messed around with hammer, making giant rooms with low gravity and that sort of stuff.

Anyways, I'm hoping to eventually turn this into a swamp themed map because I think those look pretty cool, but I don't really see it used that much.

http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-48-49.jpg

http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-36-91.jpg

http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-12-29-30.jpg

http://i920.photobucket.com/albums/ad41/BionicGinger/hl22011-02-1203-13-10-39.jpg

As you can see, I haven't even touched the skybox. I've just left it as a simple (and not so great looking) 2d skybox just so I could test it out and stuff like that.

Whoops, almost forgot to mention that it's a king of the hill map.
Fix the sightlines,it looks very sniper friendly
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Yea, maybe add some buildings or something to break up the views, or props (don't spam). I don't really see a specific place to mention, they are everywhere. Place your map as a sniper and stand in places and see how well you could snipe (if there was people). You don't have to completely get rid of them, just make them shorter.

I do like the height variantion though.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Something that will crash and burn very badly?
 

RetroGunner

L1: Registered
Feb 12, 2011
11
2
I kind of figured I was going to get comments on the sight lines, but i wasn't quite sure where to begin on fixing them. After wandering around the map/playing with bots for a few hours, it seems to me that the only truly overpowered sniper spot is the one from screenshot 2.

So i'm gonna work on fixing that I guess. Thanks for the feedback