WiP in WiP, post your screenshots!

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
video link for new hoovy hat, The Chernobyl Disaster

animated with 3 lods (including bone optimizations)
http://dl.dropbox.com/u/15441325/chernobyl_disaster.avi
chernobyl.jpg


Hind sight is always 20/20, but in this case so are fore sight and side sight.
 

Jess 90

L1: Registered
Nov 4, 2011
11
15
I decided to delete all my prop cliff rock walls and make a brush wall around the sides of the map (which will be textured nodraw) which will have prop rocks placed infront of it, and sealed off with a skybox at the top

This is how it looks so far, before i go any further is this the better thing to do rather then just prop rocks and a box skybox around the entire map? Will large walls be even worse?

jphe1v.png
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
You never want to just surround a map with an arbitrary skybox box. this leads to poor optimization and bad frame rate. You want to keep the skybox as close to the gameplay map as possible.

If you are trying to get a rock wall, why not use displacements? just displace the faces that you see, and use a rock texture (I will admit, I hadn't read your previous posts, so I don't know what your issue was)
 

Jess 90

L1: Registered
Nov 4, 2011
11
15
So after about a day and a halfs work... I realize how hard pricise brushwork and texturing is :(
Also i REALLY want those vault doors but i have no idea how to fit a brush around them

2011110700001.jpg

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Also it's a REALLY small map.. proportional fail. Figured i''d give the map two main levels and the KOTH point lowers down to the bottom level halfway through (if i can even manage that)

p.s I think the TV models came from someone elses map, if thats a problem i can take them out and bodge up my own ones :S
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
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yea, it does look a tad small.

Though, looks like it might make an excellent arena map.

The only thing that seems to bug me, and you should keep in mind when you start really texturing and detailing, and that is feels busy and very dark. You could have a lot of fun with the lava lighting if you point a few light_spot's upwards in a close-to white color (like a whitish yellow)...


Things to keep in mind.
 

Jess 90

L1: Registered
Nov 4, 2011
11
15
yea, it does look a tad small.

Though, looks like it might make an excellent arena map.

The only thing that seems to bug me, and you should keep in mind when you start really texturing and detailing, and that is feels busy and very dark. You could have a lot of fun with the lava lighting if you point a few light_spot's upwards in a close-to white color (like a whitish yellow)...


Things to keep in mind.

Thanks i'll keep that in mind when i get around to it.
I'm hoping to find a lava texture that actually works (I.e glows and moves slightly - maybe even pulsate if possible) as the only one i can find that shows up ingame is ass
 

tyler

aa
Sep 11, 2013
5,102
4,621
If you ripped those models out of another map, don't use them without permission.

I think they were released though?
 

Jess 90

L1: Registered
Nov 4, 2011
11
15
If you ripped those models out of another map, don't use them without permission.

I think they were released though?

I think they were in a villian model pack i got from the download area, along with the world map table, but if they belong to someone then its fine to take them out, i'm not releasing the map anyways~
 
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English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
I'm not sure if it's just a result of you merging 2 textures together for the sake of showing us, but the way that hand suddenly ends with that straight line looks REALLY weird. Either slightly up the opacity on the part after the straight part, or make the line more jagged/spotty, or (preferably) both.
Great idea, though! Now players know which doors will unlock later in the round versus which ones will be locked until the next round/never.

E: Also, those spots on the right side of the timer look more like really weird JPEG artifacts. Just sayin'.

EE:
So after about a day and a halfs work... I realize how hard pricise brushwork and texturing is
sad.gif

Also i REALLY want those vault doors but i have no idea how to fit a brush around them

*Snip*

Also it's a REALLY small map.. proportional fail. Figured i''d give the map two main levels and the KOTH point lowers down to the bottom level halfway through (if i can even manage that)

p.s I think the TV models came from someone elses map, if thats a problem i can take them out and bodge up my own ones :S
As someone else said, it looks like it would be a good Arena map. If you put the spawns a little further back, you could probably make it a good KOTH map as well.
For KOTH, here's a good way to tell how far away to put your spawns from the point:
A linear CP map (KOTH and 5CP) can be divided into tinier sections, points without a point, for lack of a better term. For example, look at "Yard" on Granary (the place between Mid and CP 2) or the area around the houses with the medium health and small ammo kits on Badlands (also between Mid and CP 2).
For KOTH, it's best to put these on either side of the point, to act as sort of a "buffer" for incoming spam:
[Yard]*Mid*[Yard]
It's good to narrow down the sightlines between mid and these yards. You don't need to eliminate them COMPLETELY (see: Viaduct), but it's good to narrow them down to keep the fighting from bleeding TOO badly into these other areas. However, be warned that if you DON'T narrow 'em down, Snipers will be a common complaint (see: Viaduct).
After that, it's good to have some sort of transition. If you look at Viaduct (the quintessential KOTH map), there are another pair of structures to break up the sightline between the spawn and that yard. If a typical yard is about the size of your Mid, these should be half the size of your yard.
{Structure}[Yard]*Mid*[Yard]{Structure}
Finally, you have your spawns. These can either go right into your structure (see: Lakeside) or have yards of their own (see: Viaduct). It's good to have 2-3 ways out of spawn, none of which can see the others. This is to deter spawn campers from setting up right outside of spawn, or at least spread them so thin as to allow your team to get out.
(Spawn){Structure}[Yard]*Mid*[Yard]{Structure}(Spawn)

In short:
A good length for your entire KOTH map is 5 times the length of your mid. If your mid is 1024x1024, a good size overall for your map is about 5120x1536 (the extra 512 units are in there for side routes around your mid, always a good thing to have so Spies and Scouts can get around Mid without getting shot. Look at Lakeside for a good example of this). Keep your sightlines constrained as closely as you can to the size of your mid, to cut down on the power of Snipers and prevent spam from other areas spilling out.

For your particular case, I think just converting your current spawn (or where I assume it is) into a yard of sorts and then adding in a structure/spawn (really, the structure is optional; Lakeside manages just fine with a bare minimum for a yard and no structure at all) and then your spawns should be far enough apart as to make for a fine KOTH map.

There are some finer points of mapmaking I didn't touch on here, but that's the basics for scale and structure. Add in some more light (tip: if you don't know what team someone's on, you have a problem), and you'll be fine.
It's certainly looking a LOT better than my first map.
 
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Kerch

L1: Registered
Mar 10, 2011
20
21
I need a bit of feedback on the theme and the name for my map.

It's a cp map set in a wintry northern forest/mountainous area. You can see a bit of the theme in the screenshot below.

I have two map names in mind:

cp_adamas - adámas is the Romanisation of the Greek word for diamond, which I thought of because the four control points are in a diamond layout and it's centred around a mine, which could be mining for diamonds, maybe. It's also a slight pun because the map features a large dam, adamas... yeah.

cp_taiga - pretty obvious, the Taiga is the huge region of northern forests. I like the way it sounds but it feels too vague.

So do either of these sound good or should I go back to the drawing board?

7u8bq.jpg