[WIP] ctf_Aerospace

Laz

L420: High Member
Jul 5, 2008
461
35
I can understand what dragonflame tries to say. perhaps a bit more of a washed down watercolor look , blend and blur, cartoony feel.
but all in all, very nice project you've got going here! much respect
 

roninmodern

L3: Member
Feb 5, 2008
124
5
Some of those pictures a few pages back are absolutely amazing. I'm a little inspired to do some more nature themed maps. Maybe after I finish the one I'm working on right now.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
CHR0N0S said:
What program do you use to make your models?

Thanks CHR0N0S, for modelling I use 3Ds max 9.

DragonFlame said:
Well, i think it more has to do with them being too bright and detailed. It seems a little bit thick as well, considering the standard look of tf2 which is a lot less detailed...

Laz said:
I can understand what dragonflame tries to say. perhaps a bit more of a washed down watercolor look , blend and blur, cartoony feel.

Well definately the forest is out of the scope of TF2. When making it, I keep thinking WWVD (what would valve do?) then I find an answer and tone it down (because I'm only a mortal man) and go with it.
I'm planning on a major change for the forest materials and colors. I guess only experimentation will prove me right or not.

But my map IS meant to look different from the standard TF2, that's my goal. I just need to not push it too far so it looks completely different. I want people to think of it as a way that TF2 could have been, if they wanted to make a jungle.


Laz said:
but all in all, very nice project you've got going here! much respect

Thanks Laz.

roninmodern said:
Some of those pictures a few pages back are absolutely amazing. I'm a little inspired to do some more nature themed maps. Maybe after I finish the one I'm working on right now.

Thanks ronin, I'm glad you liked it and I hope you feel like making your stuff as well. Keep in mind that I'll release every model, texture and idea after release for free use, if you don't want to go trough all the mess of modelling your own stuff :)

Thanks a lot guys. I'm going to work hard tonight to make it for gameday!
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Well, Alpha 6 is up for gameday, and here are a couple screenshots.

Nothing fancy here, I've finished the new basement and tried to fix most of the darkest spots around. I also tweaked the HDR a little bit more, and I like it now. The top of the hangars are still a lot overbright, but I guess it's due to having plain walls all around. After I add more detailed brushwork around the buildings it should tone it down (as happened in the yard).

ctf_aerospace_a60000.jpg

ctf_aerospace_a60001.jpg

ctf_aerospace_a60002.jpg

ctf_aerospace_a60003.jpg

ctf_aerospace_a60004.jpg

ctf_aerospace_a60005.jpg

ctf_aerospace_a60006.jpg

ctf_aerospace_a60007.jpg

ctf_aerospace_a60008.jpg

ctf_aerospace_a60009.jpg

ctf_aerospace_a60010.jpg

ctf_aerospace_a60011.jpg

ctf_aerospace_a60012.jpg

ctf_aerospace_a60013.jpg

ctf_aerospace_a60014.jpg



Oh, and I guess you can spot some arrows to point your way around!
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Arhurt IS DOMINATING

compile time normal/hdr?

lol thanks!

Compile goes at 23 seconds for BSP, 8 seconds VIS, then 8 minutes average for normal and HDR RAD. I usually read a few pages of [ame="http://www.amazon.com/Story-Art-E-H-Gombrich/dp/0714832472"]this [/ame]while it compiles.


ANd I just realized that I rolled the fog back to a previous version, and it obstructs the 3dskybox earlier than intended :(
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Compile time is pretty outstanding there... 7 seconds is grrrrrreat for vis. Good ol' func_details. The skybox is really what puts the map together, love it, love it

Heh thanks. I agree that the skybox tied all loose ends togheter pretty nicely.

I'm having some FPS loss in the middle area tough, I'm now tinkering with the models and the way I did the forest looking for a solution to this.
 

roninmodern

L3: Member
Feb 5, 2008
124
5
Dude...wow.

I really can't wait to play this.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Yeah, it's pretty brutal on the FPS at the moment.

Something I noticed with the cave was that it seemed to be filled with some sort of haze/smoke, making it even harder to find your way around it.

I'm wondering if it wouldn't just be easier to knock a hole in the ceiling of the cave, and let it be lit by sunlight.

Some screenshots:

One of the "cameras" seems to be broken.

Distorted "arrow" in the red base.

This platform. Are players supposed to be allowed on it? I'm guessing yes, but it seems like it may cause some problems, especially since it's over a area where you can't normally access, and trying to force them to keep on the platform with invisible walls feels odd. Dunno if it can be abused by creative players...
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Thanks mangy, I was thinking that occluders might be one way to go, but I fear that the problem really resides on the skybox, because I started noticing the drop after doing it. The models for the skybox forest still need some more polishing, and that may reduce the amount of polys drawn at a time. They also need a smaller texture file, as I'm still using the tree's material for them.

PMAvers, thanks for that feedback. Do you think that the FPS drop is a showstopper or is it manageable? I really couldn't tell because of lack of time, this version was a little rushed so yea, it's far from optimal.

PMAvers said:
One of the "cameras" seems to be broken.

Argh I forgot it there... was just a camera I placed to see the skybox from far away...

PMAvers said:
Distorted "arrow" in the red base.

Those damn grafitti kids, they have no respect for private property I tell you!

PMAvers said:
This platform

That is a place I'm having trouble defining. At first I wanted to make yet another passage trough the back of the jungle, but then decided to cut it even before I implemented. That is a remain of it, and I kept it there for a while and kind of forgot about. That is a good spot for a sniper to stand and cover both entrances, but the invisible walls aren't good, I'll have to tinker about it, thanks for the heads up!
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
PMAvers, thanks for that feedback. Do you think that the FPS drop is a showstopper or is it manageable? I really couldn't tell because of lack of time, this version was a little rushed so yea, it's far from optimal.

It's really rough for me. I wouldn't necessarily call it a showstopper, since it could be played... I havn't tried it with full teams yet, but I've got a feeling that it's going to be messy, especially in the caves. I foresee a lot of accidental pit deaths due to the FPS.
 

daemon

L1: Registered
Dec 11, 2007
32
2
Hi I played it yesterday but there were only 3 people at the end, so nothing to say on gameplay yet hehe.

Overall I think its awesome, the only thing I didn't like was the cave, its was too dark for me, and the smoke makes it harder to see; and also that I couldn't walk around the plane models, they have like a big playerclip square on top, so I couldnt get close to the plane.

And i really wanted to explore the runway part, beyond where the planes are parked outside, is that gonna be open in the future or its part of the skybox?

And I think thats it, the forest and hangar parts are great btw hehe.
 

crazychicken

L2: Junior Member
Feb 14, 2008
92
7
nice improvements, opening up the runway would be cool, and adding access to that huge cave on red runway to link through to blue runway via a massive cavern and maybe have access over the hill too would be a bucket of awesome

i doubnt that will happen but opening up areas that seem accessible is a must, areas that arent need to be visibly inaccessible. the building in the building can be jumped to by a scout but the ledges are blocked off invisibly. the same for the runway.

the cave looks good on the edge with the crystals and water, the rest looks barren and bleak, i dont think there should be metal walkways there and any light should be by a generator

any spawn must have 2 doors to prevent from one bugging and trapping players

more signs for intel and more features on the plain walls of buildings and maybe their size being reduced. also there are parts like the doors which are blocked off that serve no purpose and only annoy as u feel less free and invisible walls blockign stuff is not good imo
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
I have to agree on the signs part. When I first played it with people, I had forgotten that the intel room was upstairs.

I got to this area:

review002.jpg


Confused, I thought the intel was beyond this room.

review003.jpg


....like in the back or something, as if there was another room behind the hanger. I started looking for a door and then realized there were stairs that weren't very vibrant or stood out from the wall texture as did this little out cove.
 
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Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I ran through this map for the first time today, and all I seem to have gotten out of it was this:

1. Big
2. Confusing
3. Bad FPS
4. Not as good looking as I thought it would be at all

Sorry, but honestly, right now it is very unattractive.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I ran through this map for the first time today, and all I seem to have gotten out of it was this:

1. Big
2. Confusing
3. Bad FPS
4. Not as good looking as I thought it would be at all

Sorry, but honestly, right now it is very unattractive.


Which map were you playing? :blink:

(Perhaps you were playing an very early beta?)
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
daemon said:
Hi I played it yesterday but there were only 3 people at the end, so nothing to say on gameplay yet hehe.

Thanks daemon. I'll see what I can do to alow people to walk around the planes a bit more. Problem is, airports are big open places, and I placed the planes there to block the way. I know, artificially, but it's a tough decision between gameplay and style I'll have to explore a little more options. The runway is part of the skybox tough. Belive me you won't like to explore that area with a lot of snipers putting bullets in your head at every step.

crazychicken said:
nice improvements, opening up the runway would be cool, and adding access to that huge cave on red runway to link through to blue runway via a massive cavern and maybe have access over the hill too would be a bucket of awesome

Thaks man. I'll be considering this, but as the map is already a bit large I guess I'll just remodel that walkway/crane part.

crazychicken said:
i doubnt that will happen but opening up areas that seem accessible is a must

I'll have more visual clues that point to that area being inacessible, but I guess I can't escape much from playerclipping a lot. All the jumping methods one finds in TF2 makes it really hard to map without artificial restraints. Most stock maps have these as well, we barely notice because we are familiar with the maps.

crazychicken said:
the cave looks good on the edge with the crystals and water, the rest looks barren and bleak, i dont think there should be metal walkways there and any light should be by a generator

I'll have a look at some of these. I have some mushroom and different rocks models planned for the cave, as well as bats to fly around it. I'll add generators as well, just have to bring the rest of the map up in par with the cave to start fleshing it out.

Mort said:
I have to agree on the signs part. When I first played it with people, I had forgotten that the intel room was upstairs.

Thanks mort. I'll definatelly take a lok at this room. I was not happy with it anyways.

The thing about signs is that I'm making some custom signs for the map.

Nineaxis said:
Sorry, but honestly, right now it is very unattractive.

Thanks for the honesty Nineaxis. I can't say I'm not happy with all the advancments I've made with the map, but I can assure you that it still needs a lot more work. The 4 points you bring up are all in need of improvement.

For now, I have to:
  • Tweak the models for the skybox forest and it's material to preserve FPS.
  • Remake the mountain and cliffs textures (I made them too small)
  • Finish my custom signs and add them to the map.
  • Find better solutions for the inacessible areas of the map.

Lot's of work to do, I know. All I ask is a little faith.

Thanks a lot for everyone who joined on gameday. It's sad that I can't join yu guys, but I'm on class at that time (yes I study saturdays and sundays).
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Is there a download link somewhere? For what it's worth, the planning you made in the first post is by far the most extensive I have ever seen. And the pics on page 15 are breath-taking. In #6, is that a custom ground texture? If not, please tell me how you got it to look all moss-covered and awsome. Keep up the good work m8 :)