[WIP] ctf_downpour

Feb 14, 2008
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Technically this is a WIP thread for the third iteration (beta, if you will) of downpour, I made the original version of this map a few months back, and 2 weeks or so ago I edited it again to make a beta 2. I wasn't really satisified with the second beta, and therefore, I've decided to completely renovate the old map, and recreate it from scratch.

The old map was very large, played OK, looked horrible for the most part, and had a continuously fluctuating water level. Although I'm keeping the latter aspect, the rest is being totally redone, although the layout will remain similar. The old map looked like this: http://i2.photobucket.com/albums/y32/BioTerrorFrog/previewimage.jpg

So far, the only part I've actually lighted is BLU's spawn room, although I can asure you that the rest of the map (that I've done) looks just as detailed:

downpour_b3_base_blu0002.jpg


(I've just noticed, there WERE three bottles on the leftmost bench, they seem to have magically disappeared)

I'm currently finishing off the outside portion of the BLU base, and then I'm going to do the inside. One thing I've noticed, is that it's really hard to detail empty areas, and you tend to put stuff on the walls rather than in the middle. Or maybe that's just me.
 

Laz

L420: High Member
Jul 5, 2008
461
35
make those bottles func_detail or something or check your log when you load the map. some of the models, like the cans and such need some kind of physics model.
 
Feb 14, 2008
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Cool, I'll try that. I was thinking it would be something along those lines. I'm sort of struggling for inspiration on the inside, but I'm getting through it.
 
Feb 14, 2008
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So, I added a functional (and definately not perfect) to the third of the map that actually exists. I'm using the goldrush skybox with no HDR lighting. Please note that these screenshots are VERY WIP, which is the reason that the lower level has no floor as of yet (well, it does, but you can't see it).

http://i2.photobucket.com/albums/y32/BioTerrorFrog/downpour_b3_base_blu_c10006.jpg
http://i2.photobucket.com/albums/y32/BioTerrorFrog/downpour_b3_base_blu_c10005.jpg
http://i2.photobucket.com/albums/y32/BioTerrorFrog/downpour_b3_base_blu_c10004.jpg
http://i2.photobucket.com/albums/y32/BioTerrorFrog/downpour_b3_base_blu_c10003.jpg

There are already problems springing up. Lighting is appearing around the edge of displacements (I guess this is because they go beyond the map boundary or something). The lighting in my spawn room has suddenly gone weird and now there's a black ceiling, all I did was add an env_cubemap to it (although, that might have been there before). You can see the weird black shadows on the ground, I'll just disable the ability of those props to cast shadows. Then there's the lighting, which definately needs touching up, the skybox is not sufficiently lighting the map as I would like it, and some sections are just plain dark.

Not counting all of the above, what do you make of these?
 
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ChickenHunter

L4: Comfortable Member
Feb 12, 2008
163
13
When i played it i was unhappy with the fact that the water doesnt completly flood the map.
 
Feb 14, 2008
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Yes, but this is an entirely new version, furthermore, flooding the whole map would make it impossible to play.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
hah, i was just telling some people about this map 2 days ago...
the look of the old map was quite good, hopefully you dont stick with the new bright desert thing that these screenshots seems to show...
 
Feb 14, 2008
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Really? I thought the old map looked horrible...

I prefer this new version though, it gives me more flexibility with detailing and it also means there's a reason why the teams' bases flood.
 

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
the older version was a bit big. we had to restrict snipers from playing, or use admin powers to annoy the snipers *cough snipergen cough*. But the one key thing your doing wrong is detailing first. After you get a good playing layout, then you can detail with props and such.
 
Feb 14, 2008
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This version is scaled almost identically to the previous ones, both of which have been rigorously playtested. Doing detail early is just the way I roll, and gives me much more motivation and variety in tasks. I also thought I should list all the major changes:
- Theme changed leading to major structural changes
- Basement tunnel exit moved
- Cover added to intel room ramps
- Intel room and sniper deck are now open plan
- Doors added to front of base
- Escape hatch added to intel room
- Central bridge replaced with building
- Side routes are now one-way during drought and converge in centre
 
Feb 14, 2008
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After a week on holiday, I'm back on job, I'm going to finish BLU and RED's basic detail and then, add some defining touches that exemplify which team's base is who, by changing some architecture etc.

Today I finished the top inside area where BLU's intel will be located (in the hazard strip area on the first pic), I did compile the cube maps but I couldn't be bothered to reload the game to get them looking good, so ignore the purpleness :D. The stuff above the intel is a bit dark, so I may swap around the lighting a bit, any suggestions?

The intel area
downpour_b3_base_blu_c30000.jpg


The front part (a bit plain)
downpour_b3_base_blu_c30001.jpg


The left sniper deck exit
downpour_b3_base_blu_c30002.jpg


The right sniper deck exit, the glitchy bit in the ceiling has been removed, I only just noticed it
downpour_b3_base_blu_c30003.jpg
 
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Ida

deer
aa
Jan 6, 2008
2,289
1,372
I like those screens. I never tried the original, but now I'm interested. :)

The BLU Intel room looks way too red, though. You should change some of the textures, like the floor, to something colder.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
oh yea i just noticed thats the blu base. I definitely thought it was the red base. You need to change it. Most of the textures you have used have "blu team" equivalents in the textures so it shouldnt be too hard.
 
Feb 14, 2008
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Hmm, I'm kind of trying to mix up the textures a bit. The one thing that does define this as a BLU base is that the majority of the textures are metallic, virtually all (except for the crates of gold) are from the metal/ group of textures.

When you do see the RED base, you'll definately be able to tell the difference then. Hopefully. :D
 

ChickenHunter

L4: Comfortable Member
Feb 12, 2008
163
13
Wow it looks completely different!
Im still going to miss the shiny floors :p
 
Feb 14, 2008
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The walls might work for blue if you have enough other visual indicators, but if you need a metal floor, I'd strongly suggest the neutral grey one instead of the red one.

I'll try that, what texture is that by the way, I'm colourblind so it didn't really occur to me that the floor was red :S

Thanks for the tips everyone.
 
Feb 14, 2008
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