Maps in development by University of Baltimore students

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P1xel8ed

L1: Registered
Sep 4, 2013
8
6
Hello all,

I wanted to introduce myself and tell the fine community here about a project now in development at the University of Baltimore. This is not an ad, this site seems like the greatest possible resource for level design using TF2 and I was hoping that the community here would be supportive of the project we are about to undertake. Myself and 4 (possibly 5) other game design students are getting started on a map pack for TF2. We plan on creating a minimum of 3 professional grade and balanced TF2 maps over the next 3-4 months for the level design program at our university. These maps will include unique assets, materials/textures, and will most likely be released with a new hat and weapon.

First off a bit about myself so hopefully I can gain some credibility here. After studying game design officially for the past 4 years, and unofficially my whole life, I have finally attained a professional paid position in the video game industry (sorry NDA prevents me from getting into detail). I am however still in school, so I am required to develop games and assets to complete my degree, which does not violate any competitive clause in my contract (hopefully:eek:hmy:). I have previously lead teams in the development of two large add-on mods at the University of Baltimore, one called Portal 2: Vitrified, and another Skyrim: Apocrypha CLICK THE MOD NAMES FOR MORE INFO. This undertaking with TF2 (my personal all time favorite hat collecting simulation/shooter/platformer, has me very excited for I really feel as though all my previous knowledge and experience in modding as well as game design can be utilized to make this project truly awesome, so again I am looking for your support.

I cannot get into detail as to themes or specific details of our project yet but I would appreciate it if the community here could answer some questions that my team and I may have, as well as create a forum for discussion and advice/feedback about the project through this thread. Thoughts and ideas are always welcome.

Thanks! I'll be back soon with some more information and I'm sure I'll have some questions.

-P1xel8ed
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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which does not violate any competitive clause in my contract (hopefully:eek:hmy:).
Isn't that why you read employment contracts first? ;)

Hat and weapon? Do you just mean making some stuff and putting it in the workshop or do you have some deal with valve already that you just leaked?

Welcome and I hope you find the help you need. Sounds like quite an undertaking.
 

P1xel8ed

L1: Registered
Sep 4, 2013
8
6
No deal with Valve (dreams). This is an educational venture, but we are very confident that we can produce professional grade levels with the experience the team has with the Hammer editor and numerous other game design tools.

We are making 3 themed maps, each a different game type, and then on top of that we plan on having unique assets (imported 3D models and/or effects) and any weapons/hats/ or other add-ons we make will adhere to Valve specifications. As with most members of this community we hope to have at least something accepted into the game by Valve.

We are not totally sure on how all that works (of if it's even a possibility). Creating professional grade maps and assets that are fun, is the primary goal. Any information you or others could provide on Valves specifications would be fantastic, I know there are some rules posted on the Steam Workshop.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
This sounds awesome, i'm definitely going to be watching this.
The community here is great, and feel free to join the steam/irc chat to get some help with the source engine (at the home page) and of course the forums. Everyone here is happy to answer every question you guys might have.
 

Garuda112

L1: Registered
Sep 4, 2013
38
35
Hello,

I would also like to introduce myself to the TF2 Maps community. I am working with P1xel8ted to create this project, among the others, and I believe that this will be a very exciting ride. Being that this assignment is in a rather short term time-frame, it will be a challenge, but it is certainly one that will be worth it in the end for both our educations and a start into professional game development.

Oh, and Snark, its quite coincidental you wound up in this thread. Our group is looking at the Mapping Resource Pack and I see it as a very valuable resource for our project. Not that the original Hammer libraries were any bad, your model libraries will certainly help eliminate the guesswork on what to pick for a consistent design (among the many, many other additions you provided). Good work!

~Garuda112
 
Mar 23, 2010
1,872
1,696
I applaud your initiative and wish you luck in you endeavor. And if you run into trouble or want testing, you can always join steam chat (at top of page). Just make sure to yell what you want 3 times and someone will listen.
 

P1xel8ed

L1: Registered
Sep 4, 2013
8
6
So I'm looking to import some static models. I normally work and prefer to work in 3DS Max, I am willing to work in Softimage. I have read through and attempted a few different 3DS Max Tuts, most seem to be out dated. Can someone point me in the right direction for a current export/import tutorial for TF2 from max or softimage.

Also, I want to plan a map test tuesday two weeks from now, more details soon. Thanks!
 

P1xel8ed

L1: Registered
Sep 4, 2013
8
6
Testing phase for a couple of our maps is almost upon us. Would someone be able to instruct or link me to the instructions for getting our maps tested by the fine people of this community?:)
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
There are also "imp" tests.
You simply hop into the steam chatroom (on the homepage), and If there are enough of others whom want to do some testing of their maps as well, An admin might start a test!
Gamedays, are a set day of map testing as well. these happen weekly and one of the admins will post asking for submissions. Once submitted, it will be played and you can download a replay of the game and access the feedback section!
 

Crash

func_nerd
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Mar 1, 2010
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tumblr_static_tyrion-lannister-tyrion-lannister-23793056-600-900.jpg
 

P1xel8ed

L1: Registered
Sep 4, 2013
8
6
I've asked on the Wall Worm forums, they have not seen this problem so I have apparently accomplished the impossible. I was wondering if anyone has experienced this issue when import models into TF2. I have imported with the Wall worm tools successfully already but for some reason when I import this particular model it appears solid red in Hammer.

63tvvWN.png


Has anyone encountered this? Would anyone happen to know what the issue is here. So far nothing I have tried has worked.

:confused:
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
not that this will be much help at all, but I think it has something to do specifically with Wall Worm as opposed to any other modeling program. Normally, if the textures weren't correctly applied for whatever reason, you'd get that purple and black checkerboard.

I assume it's also bright red in game?
 

P1xel8ed

L1: Registered
Sep 4, 2013
8
6
So I figured out the issue, the hammer engine was referencing a test material that I had previously imported. I now have the model imported but it needs to be re-sized. When I go back into max and scale up the model to the size I want and then re-export/import into hammer the model remains that same small size and is not any larger. Is there something I am missing here? Normally if you re-size the model and re-export/import it will be the size you scaled it to. I have gone into the file paths and deleted the small size model and re-exported but the model remains the same size in Hammer. Any clue?
 

P1xel8ed

L1: Registered
Sep 4, 2013
8
6
NVM, I figured out the solution or a work around... apparently there is this function in WallWorm called...get this...SCALE. Amazing option it is, who woulda guessed.:O

pGolgfn.png
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I'm not sure about your modeling program, but in, say, Blender, you have to apply the scale so it's all 1x1x1.