Hey there, Mckinley

lsd

L1: Registered
Jan 12, 2008
30
5
70080650it5.png


90627196ci3.png


As much as I like to create maps and whatnot, I do not have the attention to detail nor the patience to texture and add props in the proper manner.

I've recreated the brush work for the famous Mckinley Revival, but since I am unable to further detail the map, I was wondering if anyone would be interested in finishing it for me.

Thanks for any volunteers ahead of time.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
^ no need to be rude R3d =p

ATF_Wanderer, any screenshots of thr 3d view?
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
And by the way, detailing the map is the most fun part. That's where the art starts...
 

lsd

L1: Registered
Jan 12, 2008
30
5
there was no original .bsp overview of themap for me to work with, so i did this entirely off of pictures i've found across the interweb machine as well as my own personal memory.

overview of map:
overviewmw9.png


original base picture 1:
CTF1.jpg


my base picture 1:
baseoverviewzy3.png


original base picture 2:
Image21.gif


my base picture 2:
baseoverview2kc2.png


original base picture 3:
q2ctf1_1.JPG


my base picture 3:
baseoverview3xe2.png


center picture:
q2ctf1_6.JPG


my center picture:
centerpicrk0.png



i gave a shot at texturing and detailing, but it was very boring for me. that's why i made this thread, to see if anyone wants to finish the map.
 
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Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
What? Texturing is the most fun part of all, besides adding props. It lets you give life to your creation.
 

joshman

L5: Dapper Member
May 7, 2008
204
14
I'd be happy to do some texturing and prop-ing!

Although I suck at lighting, triggers and displacements.

Gawd, i'm tired. Just watched 5 Episodes of Lucky Star and Family Guy. Why does that little freak on Lucky Channel have to be so... Mood Swingity.

Ah screw it. Provide me with a VMF and i'll see what I can do.

Also:
Have you done the Spawnpoints Yet?
Have you added any triggers or brushes?
Have all you done is block it out?

What theme would you like for it? Industrial? Farm? Trainyard? Space?

Would you like any Custom Textures?

What do you think of Full Frontal Nudi- Errr... Nevermind about that one.

Ummm... So i can tell its CTF.

How would you like it textured? What kind of Overlays would you like? I can make custom textures if need be? Would you like Quake / UT sounds to be added?

These are all things that need to be answered.
 
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lsd

L1: Registered
Jan 12, 2008
30
5
Have you done the Spawnpoints Yet?
Negative

Have you added any triggers or brushes?
Negative

Have all you done is block it out?
Affirmative, with a bit of an attempt at texturing and propping, but I removed most all of it because I didn't like it.

Can you handle the lighting? Yes

Will there be any displacements necessary? No, since this is not a mine nor is it outdoors.



Anyway, I see the map as having the industrial theme for the blue end of the map and the agricultural part for the red side. The center is to be neutral, or colorless.

It would also be best to add triagonal prisms along the floors to keep more in with the original map. If you look at where the walls meet the ground in the original map you'll know what I'm talking about.

I'll PM you the .vmf after I post this, .zip it, and figure out how attachments work on this forum.

Thanks.



edit -- i can't add attachments to pms for some gay reason, so i attached it to this post. i can only hope that the rest of the community doesn't take the .vmf and be gay with it.
 
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joshman

L5: Dapper Member
May 7, 2008
204
14
Workining on it now.

Edit:
OH SHI-
http://forums.tf2maps.net/showthread.php?t=42

Edit:
Hey, The Tube on the Blu Side seems missing. And also WTF is up with the bottom part. its like to things with a triggers and stuff. is it supposed to be the spawns? (oh i get it now, its supposed to be water, but why are the spawns down there?)

When i Send you A1 can you do this:
Finish the Blu Tube.
Add some Spectator Cameras

Thanks!

Just wondering.

Also, Would you like me to add some crates in the places they were in the screenshots? Or Spawnpoints? I can add Spawnpoints.
 
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Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
lol josh

Also guys this map looks really quake styled, not because the screens are from quake, the geometry looks really fast paced and not good for tf2.
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
I remember this map. Sure was fun back in the day. I'd love to see it get finished, but I have may doubts as to whether it would play well in TF2. I could be surprised, though.
 

joshman

L5: Dapper Member
May 7, 2008
204
14
Hey, Hawk, Do you happen to go by Hawk in TF2 with something weird at the end of your name and do you have a Awesome Accent? Because there was someone on a server the other day who's name was hawk and he was effing awesome.

Now onto the Topic:
The Theme:
- Shipping Company Warehouse
- Sewer System

So Far Done:
Blu Base is Mostly Textured.
Misc Things done
Some overlays.
Gonna start on red base.

Oh Crap:
http://www.fpsbanana.com/maps/40581
http://www.fpsbanana.com/maps/44623


Also, I'm confused in the bases theres a Huge platform on the left side of the base. How the hell are you gonna get up their Without Sticky Jumping or Rocket Jumping?

Would it be OK if i added a Ramp (The one from well near the Capture Point / Flag) and some Boxes?

Also I Added a fake metal door under the Resupply. To make it look like a shipping company. (Resembles the one from the red side in Lazytown.)
 
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Hawk

L7: Fancy Member
Dec 3, 2007
419
213
Hey, Hawk, Do you happen to go by Hawk in TF2 with something weird at the end of your name and do you have a Awesome Accent? Because there was someone on a server the other day who's name was hawk and he was effing awesome.

Sorry... my steam name doesn't have a suffix. Just the prefix [aVa] and my accent is merely Idahoan.

But keep up on this map, man! I started thinking more about it after looking at it and a rush of memories came back to me. I remember filling the map with Eraser bots and really having a blast. I'm hoping the map actually can adapt well to TF2 gameplay.
 

joshman

L5: Dapper Member
May 7, 2008
204
14
Ok, I'm having a bit of Trouble.

Do are players supposed to get to the Large Platform near the left side of the Intel Room. How are they supposed to get to the snipers spots up high?

Where do the spawns go? I'd be happy to do them.

Also were you playing on some server that had these 2 girls who kept on screaming and yelling at everyone on Granary?
 

lsd

L1: Registered
Jan 12, 2008
30
5
hi there man, sorry i'm late in responding. you see, i've not been to the site here in a few days. my bad.

anyway, to respond to everything so far:

Edit:
Hey, The Tube on the Blu Side seems missing. And also WTF is up with the bottom part. its like to things with a triggers and stuff. is it supposed to be the spawns? (oh i get it now, its supposed to be water, but why are the spawns down there?)

When i Send you A1 can you do this:
Finish the Blu Tube.
Add some Spectator Cameras

Thanks!

Just wondering.

Also, Would you like me to add some crates in the places they were in the screenshots? Or Spawnpoints? I can add Spawnpoints.

first of all let me say that the links you've quoted so far should not be looked to as a reference for this map. i've personally looked through all of the attempts and shit and decided to do this map because i saw that those people got way far off of what the map looks like and is about. i want this to be more accurate than theirs, like you just took the quake .bsp file and copy/pasted it into tf2 (except for the textures and static meshes and shit). someone has to show those people how to port a map properly >:G

no its not supposed to be for the spawns. the underwater parts are where i expect to put ammo boxes and whatnot. they're far and out of the way, so there will probably be the full ammo box.

once again though, i only need you to texture and prop stuff -- i will handle the rest. that's the boring part for me.

to get the other sewer tube (and i'm sorry for not putting that there... when i sent that file to you i was focusing on red side and simply forgot to put it on blue's side as well), all you really need to do is just copy/paste and rotate it, you know?

also i'll take care of the spectator cameras and stuff after you send me back the textured and propped stuff.

Also guys this map looks really quake styled, not because the screens are from quake, the geometry looks really fast paced and not good for tf2.

isn't that the whole idea of porting a map?

Now onto the Topic:
The Theme:
- Shipping Company Warehouse
- Sewer System

So Far Done:
Blu Base is Mostly Textured.
Misc Things done
Some overlays.
Gonna start on red base.


Also, I'm confused in the bases theres a Huge platform on the left side of the base. How the hell are you gonna get up their Without Sticky Jumping or Rocket Jumping?

Would it be OK if i added a Ramp (The one from well near the Capture Point / Flag) and some Boxes?

Also I Added a fake metal door under the Resupply. To make it look like a shipping company. (Resembles the one from the red side in Lazytown.)

i'm cool with the style stuff, but i am not cool with you adding extra brushes. i've completely blocked everything out (except for that sewer tube on accident). i only need you to prop and texture, please. i appreciate the thought, though. the entire purpose of having those triangular spots on the upper parts of the map is so that soldiers and demomen can get up there to pick people off. kind of like the B rooftop on gravel pit.

Ok, I'm having a bit of Trouble.

Do are players supposed to get to the Large Platform near the left side of the Intel Room. How are they supposed to get to the snipers spots up high?

Where do the spawns go? I'd be happy to do them.

Also were you playing on some server that had these 2 girls who kept on screaming and yelling at everyone on Granary?


the player spawn is meant to be on the left side, the opposite side of the intel. if you need to see what is meant to be on that big blank platform, as well as what's underneath it, refer to the pictures i posted on the first page of the original map and you'll figure it out.

people can get back onto the left platform after falling off by going to the intel, jumping onto the center platform, and then jumping again onto the left platform. soldiers and demomen should have it easy though. the resupply areas are to be about halfway along the left wall, on top of the left platform. they won't have a straight sight of the intel though when they get out of the resupply doors because there will be boxes in the way (again, refer to the pictures of the original map on the first page).





----

edit - i drew a picture about the whole "omfg how am i supposed to get on that platform???" thing

61124730ce6.png


hope that helps.

ps notice how you run by the intel in order to go resupply, and also notice that you'll have to rely more on health pickups later on...

but that's going to be my problem when you're done.

and thank you again for helping me get this done, joshman. you rock in my book.



redit -- made another one about the "wtf rocket jump to platform?" thing:

57135684tm5.png
 
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joshman

L5: Dapper Member
May 7, 2008
204
14
Um... Sorry bout this, But... in that little room thing, i put the resupply. I hope thats ok. Also, I Triggered and Textured it. So far the Middle Room is almost done aswell as the Blu Spawn.

Starting on the Red Spawn Now.

Edit: I think Balance should be fine.
 
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