CP Scrapped [Deleted]

Status
Not open for further replies.

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Screenshots. Please.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Can use the usual Alpha-Beta-RC naming method? It'll help the rest of us figure out what to expect gameplay-wise
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
*Overhauled base interior to hopefully have less spammy and more fair gameplay
2016-02-07_00002.jpg 2016-02-07_00003.jpg
*Replaced Blast Doors with Well Doors
*Fixed certain doors getting stuck

The drastic changes to the interior are going to be requisite of playtesting to iron out any large issues that may be present.

Read the rest of this update entry...
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
+ Added round timer
+ Added signs leading to mid
* (Hopefully) Fixed door issues
* Modified main entrance routes into bases
* Fixed some textures
Seams on brushes and places where brushes meet are still and issue. I probably wont fix this until actual art passing because it has no effect on gameplay.

Read the rest of this update entry...
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
* Further modified interior of bases to have more cover, entrance options, as well as doors
* Sized down some of the exterior areas, getting their scale more in line with the inspiration screenshots and reducing needless space
+ Added rock props to the canyons around middle spire. Scouts can jump up to the point from the bridges with these
* Made the central canyon shallower
* Modified health and ammo packs as well as placement
- Removed door between the Base and mid in order to encourage use of other routes
+ Added new areas beneath the upper walkway

Read the rest of this update entry...
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
* Gutted and rebuilt almost entire base interior. Greatly increased size as well as added separation to areas within.
2016-02-10_00001.jpg 2016-02-10_00002.jpg 2016-02-10_00003.jpg 2016-02-10_00004.jpg
* Replaced quarried rock and dirt ground with dev textures for easier testing
* Replaced Skybox and natural light with alpine storm conditions for better exterior lighting with fewer shadows
+ Added obstructions under the bridges to separate the trench sight line

Read the rest of this update entry...
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
* Map is now a 5cp map.
*Forward spawns from the original 5cp version have been reinstated
*Shacks in the middle courtyard have become secondary spawns.
* Base has been gutted and overhauled once again, is now a blend of inspiration from Gullywash and Badlands
It's late and I've been working on this for almost 11 hours straight so sorry for lack of images I just really can not be bothered right now. They'll come with the next update probably.

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
* Map is now a 5cp map.
*Forward spawns from the original 5cp version have been reinstated
*Shacks in the middle courtyard have become secondary spawns.
* Base has been gutted and overhauled once again, is now a blend of inspiration from Gullywash and Badlands
It's late and I've been working on this for almost 11 hours straight so sorry for lack of images I just really can not be bothered right now. They'll come with the next update probably.

Read the rest of this update entry...

Somebody Scrapped the 3cp idea.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
I have to say, I do enjoy this level a lot more now that it is 5cp and you can actually finish it, you're going somewhere definitely. But I have to say, that last point is not 'inspired' by Gullywash..
Process was inspired by Well, and Sunshine was inspired by Process.. but your last is just a plain rip-off, you only moved one entrance and removed a ramp!
Plus in my opinion, scout/soldier/demoman are way too overpowered on this map, you need to be more derivative with your design, sure it's fine to want to make a map like the original badlands, but don't just take what you can see 1:1, try morphing it to better fit the tf2 gameplay. Those 'scrapped' images you see aren't actually in-game renderings, their artist renditions of what it should look like, thus has no bearing on gameplay.
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
I have to say, I do enjoy this level a lot more now that it is 5cp and you can actually finish it, you're going somewhere definitely. But I have to say, that last point is not 'inspired' by Gullywash..
Process was inspired by Well, and Sunshine was inspired by Process.. but your last is just a plain rip-off, you only moved one entrance and removed a ramp!
Plus in my opinion, scout/soldier/demoman are way too overpowered on this map, you need to be more derivative with your design, sure it's fine to want to make a map like the original badlands, but don't just take what you can see 1:1, try morphing it to better fit the tf2 gameplay. Those 'scrapped' images you see aren't actually in-game renderings, their artist renditions of what it should look like, thus has no bearing on gameplay.
I went with the Gullywash design because it fit very well with the already present entrances and also is a design I like a lot. And I needed something to actually have for the new 5cp version because all of the other interiors have been attempts at 3cp lasts. It was really meant only as a placeholder or something to build off of rather than an actual permanent layout. For next version my plans are to keep the general lobby layout (because I really like it and it works with the current doors) but move things around, and then make the point room something completely different.
Also the only thing really kept from the old Badlands is the exterior design of the building. And even that is just exterior. TFC badlands is really nothing like scrapped at this point, and looking back really never was. If I'm going to make an actual replica of the TFC level and artstyle of the images it's going to be for TF2 Classic.
 
Status
Not open for further replies.