Shabby Town

Open Blade

L420: High Member
Nov 30, 2007
439
34
Thought I would throw a few pics up of my current project. Not set on the name but I kinda like it.

This will be a ctf map. Probably the football style, not sure though. This is a old mountain town with a train that brings small town supplies (such as grain, timber, oil, etc..). Probably a little bigger then 2fort but with most of the playing areas above ground. No tunnels and such.

Lots of work left to do obviously and even some of the structures shown are not complete. I've added a few objects here and there to help give me some feel as I design the map. Totally winged it on this one. No drawn plans or anything.

Big images:

http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/Mountain%20Town/mt1.jpg

http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/Mountain%20Town/mt2.jpg

http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/Mountain%20Town/mt3.jpg

http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/Mountain%20Town/mt4.jpg
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Sorry to be a stickler, But in Picture #2 hows anyone supposed to get to those tires up there? Not players, but the people who theoretically live there :p
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
Sorry to be a stickler, But in Picture #2 hows anyone supposed to get to those tires up there? Not players, but the people who theoretically live there :p

Not that anybody playing the map is gonna sit there and think about how somebody got tires up there, but, there is a deck right next to that shelf so somebody theorectically could just hand the tires to another person standing on the shelf. It's not that far fetched you know. I could show you a hundred things on valve maps that don't seem logical, such as all the little items stuck behind chickenwire fence with no doors, etc.. Cmon man, that's getting a little nit picky don't ya think.

Thanks for noticing though............lol :sleep:
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
In that last pic, the "Trespassers will be violated" sign is behind the pipe.

Really good work otherwise, though.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
A few more shots. I already know the wood texture on the planks covering the windows in pic #1 is the same and I am changing that.

One of the main things I added was a walkway over the train tracks. A hall goes through that building now to the other deck/walkway. I also moved those shelves so they are not "realistic" :)

This map is going to actually be both a ctf and a cp version. The cp version is going to be a smaller 3 point cap.

mt7s.jpg


mt8a.jpg


mt9s.jpg


mt10s.jpg
 

ColdFire

L2: Junior Member
Mar 11, 2008
87
15
First screenshot of your last 3: the two windows are identical, maybe for one of them rotate the wood blocking the window so it's less cut & paste I shoud read what's written instead of just looking at the SS :p

SS 2 & 3: looks great!
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
First screenshot of your last 3: the two windows are identical, maybe for one of them rotate the wood blocking the window so it's less cut & paste

Open Blade said:
I already know the wood texture on the planks covering the windows in pic #1 is the same and I am changing that.

This is looking really nice, one suggestion, add diagonal support strust on your wooden beams that hold up the wooden platform, along with also putting support beams under the wooden catwalk against the side of that building, from the catwalk to the wall. The fence on it looks good too.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
This is looking really nice, one suggestion, add diagonal support strust on your wooden beams that hold up the wooden platform, along with also putting support beams under the wooden catwalk against the side of that building, from the catwalk to the wall. The fence on it looks good too.

Yep, already added the support beams on the catwalk but thanks for the idea on the crossmembers. I went in and added those. A nice touch for sure.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
working on other side of town now, near spawn points. Still lots to do. Alo added new shed by tracks to provide cover from cap 2, along with a short dead end route for cover and what not.

mt11s.jpg


mt18s.jpg


mt12s.jpg


mt13s.jpg


mt14s.jpg


mt15s.jpg


mt16s.jpg


mt17s.jpg
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
I had to remove old pics to save room. New pics below. Larger images can be seen using links below the pics.

I have the full town finally done. Still lots of models to add, texture tweaking, lighting, custom signs, etc... But most of the brush work is complete. This was going to be smaller map with 3 CP's but not it's a full 5. And I didn't use a larger map space, I just utilized the space better. You have the long main tracks and then some houses and stuff at each end. Hope you like it. Compile time was a whoping 4 hours but I think I can reduce that because the small houses on one side basically have the skybox right behind them so I can just func the entire houses since they will not be blocking views to anything. That should cut it down pretty good.

Also, I didnt not run vvis on latest compile to take these snapshots. Seems like some light bounce is missing and also it's not HDR so the lighting will look better when it's 100% complete.


shabby1s.jpg


shabby2s.jpg


shabby3s.jpg


shabby4s.jpg


shabby5s.jpg


shabby6s.jpg


shabby7s.jpg


http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/shabbytown/shabby1.jpg
http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/shabbytown/shabby2.jpg
http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/shabbytown/shabby3.jpg
http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/shabbytown/shabby4.jpg
http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/shabbytown/shabby5.jpg
http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/shabbytown/shabby6.jpg
http://zona.nikegames.net/Misc/Hammer/Map%20Screen%20Shots/shabbytown/shabby7.jpg