3 round Dustbowl/Gravelpit style map

A

Arinak

Im almost finished a level ive been working on and id like to get some feedback on how it plays, and how it looks. It's set atop the back of a giant robot(who has yet to be created). Ive play tested it with about 4-8 people, but if people can put it in their servers it would help me out alot. I have alot of work to do on the skybox so I am aware that it looks like crap but as far as the rest of the level feel free to comment. Also i know the robot isn't in there yet but ill be posting some concept sketches and hopefully ill get YOU to decide which style you prefer for a level like this.

Here are some screens:
http://userpages.umbc.edu/~nherbe3/tf/maps/Screens/Destructoid01.jpg
http://userpages.umbc.edu/~nherbe3/tf/maps/Screens/Destructoid02.jpg
http://userpages.umbc.edu/~nherbe3/tf/maps/Screens/Destructoid03.jpg
http://userpages.umbc.edu/~nherbe3/tf/maps/Screens/Destructoid04.jpg
http://userpages.umbc.edu/~nherbe3/tf/maps/Screens/Destructoid05.jpg
http://userpages.umbc.edu/~nherbe3/tf/maps/Screens/Destructoid06.jpg
http://userpages.umbc.edu/~nherbe3/tf/maps/Screens/Destructoid07.jpg

Here is the level:
http://userpages.umbc.edu/~nherbe3/tf/maps/cp_destructoid_b1.bsp.bz2
 
A

Arinak

Robot Concepts!!

Which robot concept do you like...

chuNKY.jpg


bigRocket.jpg


paintY.jpg
 

drp

aa
Oct 25, 2007
2,273
2,628
its pretty interesting. it really doesnt match the usual tf2 style with the textures, but you get points for thinking outside the box.

2nd concept drawing looks pretty badass.
 
B

Buster Charlie

looks like it MIGHT be a slowdown nightmare if not done right
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
If you texture this, remember: textures are impressionistic but the material is clear. Bottom robot looks great. If you model this do it in diffrent parts. I'm not sure if its gonna work though :s

EDIT: Can i also say that most parts of your map need detail? I'm thinking of wooden structures that break the tileable wood walls :)
 
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A

Arinak

I do have a lot of work to do to optimize the level and minimize slowdown I've got a fairly top end machine so its hard to gauge when it would be "too much" So far I've got the rooms in round 1 and 2 sectioned off pretty well (meaning the bsp tree is built properly) but round 3 poses a challenge because its mostly outdoors (on the neck of the robot).

Detail is coming... Textures are rudimentary at best...but hey its work in progress :) the level design is mostly done now I need to make it pretty.
 
A

Arinak

Update: New Version

This is an update to the last version I submitted a few weeks ago. Thanks to many people's suggestions, I'm not finished, but Ive made some changes to make the level run smoother, Make rounds 1 and 2 more balanced, and added more detail props. I hope I got rid of that reliable snaphsot overflow error too. That is a very elusive error to track down. The level still floats but don't worry I have plans for that. The robot is being worked on once thats done the level wont float anymore.There were a few other suggestions and i haven't forgotten them they are all on my todo list.

By smoother I mean I can run the level between 35-60 fps on my machine. To put it in perspective, im running my game with full video options at 1680x1050, 4x msaa, ANSI 16x, Vsync On, HDR Full, and Motion blur On. I find this playable and judging from steams stats many people don't run the game with these settings. Not to mention Dustbowl itself runs at these same frame rates.



Here it is an updated Destructoid
http://userpages.umbc.edu/~nherbe3/tf/maps/cp_destructoid_b2.bsp.bz2

P.S. Thanks to all of you I've chosen the second robot model(the color one with the giant rocket on its back)
P.S.S It will be released in the next version
P.S.S.S THERE WILL BE UPDATED TEXTURES!