[Contest Entry] pl_saloon

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Pl_Saloon​


Latest Image
s6.png


Well, my first version had to be scrapped because it crashed my game. Cry some more. But I did manage to come up with a new concept for the beginning area I had to let go of and plan to hold on to the old west style.

Here are some pics of the Blue spawn area. I thought it would be pretty cool to have a rock formation to ride down but I am not sure how I could add alternate routes to the top. I also managed to use that spiral rock prop from badlands! Not too shabby looking if you ask me.

http://no-moral.com/sdev/s1.png
http://no-moral.com/sdev/s2.png
http://no-moral.com/sdev/s3.png
http://no-moral.com/sdev/s4.png

Please leave me some feedback on what you think so far and check back every now and then to see what I'm up to!

--------------------

You can download the map here (Alpha 2):
http://forums.tf2maps.net/downloads.php?do=file&id=756
 
Last edited:

nossie

L3: Member
May 9, 2008
107
4
IMO i hate that rock.. its too "unnatural" if u wanna put it that way. otherwise i love that arch displacment u've done it looks great. i dont know about the routes up to the cart but you could maybe put a shack/hut at the part where the track turns? on the edge and maybe have a staircase going downwards to the lower floor? like going out the back

o well keep at it :)
 

joshman

L5: Dapper Member
May 7, 2008
204
14
I Think the rock looks fine, just make a platform of sorts on top of it, with a small prop, or two. You know how the CP was on it in badlands? Just that. But without the CP or the Metal Sniper Fences.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I am not sure about that rock prop, it does not look natural at all to me :/
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Is the saloon just a name or we will see a far west saloon?
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
I'm an absolute fan of your displacement arches. If you don't mind, I'd love to see the base brushes to have an idea of how you did it (I really suck at displacements, and yours are really inspiring, so I try to learn ;)).
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Thanks for the feedback everyone, I will try to have another update ready by tomorrow.

Is the saloon just a name or we will see a far west saloon?

I will try to go as far west salooney as possible while still trying to keep a tf2 feel.

I'm an absolute fan of your displacement arches. If you don't mind, I'd love to see the base brushes to have an idea of how you did it (I really suck at displacements, and yours are really inspiring, so I try to learn ;)).

Here is a hammer screenshot. I could pm you the .vmf if you REALLY want to see how I did it.

rockdisp.png
 
Last edited:

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Here is a hammer screenshot. I could pm you the .vmf if you REALLY want to see how I did it.
Thanks, the screens are all I need :) I mostly wanted to see what kind and how many brushes you used, it shows well enough here. Did you get to paint geometry, or is it just subdivide/noise ?
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Thanks, the screens are all I need :) I mostly wanted to see what kind and how many brushes you used, it shows well enough here. Did you get to paint geometry, or is it just subdivide/noise ?

Really all I did was group the brushes, select the sides I wanted to displace, then just painted geometry. I don't quite understand the subdivide and noise tools yet so I just did what I DO understand.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Looks great, but I still say you should remove the gimmicky Badlands canyon and replace it with something else.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, that rock screams "i'm from badlands". I would say if you do keep it, add more wooden platforms to it. Atleast that way it's disguised behind a bunch of neat geometry.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Yea, that rock screams "i'm from badlands". I would say if you do keep it, add more wooden platforms to it. Atleast that way it's disguised behind a bunch of neat geometry.

I was going to suggest quite the opposite actually, I'd say its the wooden pannels alone that make it scream badlands, I'd say take out the wooden platform from the top and use the displacement ground below it to half submerge the prop (don't lower it, just raise the ground around it) Also, try adding some displacements nearer the top half sunk into it, aiding the disguise.

Overall what you've shown looks quite good and shows lots of promise
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Well, seeing the version without the wooden platforms.. the model was still rather badlands looking. Atleast from the distance the ss was taken from, and with that same Badlands platform of course it looks even more badlands like.

More or no platforms would disuise it, (i said more because i had seen it without already) but seeing it without the platforms it was rather boring and unimaginative.

Though, i suppose most gamers not involved in custom work would notice it as much as i or anyone else here would.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
UPDATE!

Once again I apologize for the lack of updates, still kinda busy, and when I do manage to get something done I go detail crazy. Can't seem to help myself. However, FLOOR_MASTER's recent offer to host alpha maps as given me the will to finish the layout of my map (detailed or not). So after this part you will be seeing a lot more dev textures (of course until I get around to detailing after some gameplay tests).

Here are some pics.

The rock (added some roots and bushes + another platform).
1.png


Overview of what I have done:
3.png


What you see when coming out of the tunnel:
4.png


A little dip in the ground to add variance, also Red spawn room:
5.png


Here is an alternate exit from the spawn (In addition to the chute and the front door):
6.png


Money shot of what I made recently:
7.png



The gray dev thing is going to be some dirt that leads into a cliff. The cliff will take you into a mine shaft place with a "bottomless" pit. Upon exiting the cave I plan on making Blu team climb uphill and push the bomb either off of a cliff or into a really big bomb pit.

I think I will pave out the rest of the layout tomorrow with dev buildings and release an alpha so I can get some gameplay feedback.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
How many track parts are there between where the cart starts and cap points so far?
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
You need to rotate the textures on the legs of your platform in the 1st pic.

Looks good overall!
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
How many track parts are there between where the cart starts and cap points so far?

Well, under the first tunnel is cap A, under Red spawn is cap B. I plan on making cap C inside the mine shaft and the final cap outside on top of a hill.
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Quick update.

I blocked out the layout and made some basic buildings today. Because I think that pictures are worth a thousand words, here are some pictures.

Here is the overview of the final 2 parts of the map (point C and the bomb pit):
http://www.no-moral.com/a1.png

The green fog coming out is from Blu spawn, I am fixing it before I release the alpha.

This is probably my favorite part of the map because it is like an arena:
http://www.no-moral.com/a2.png

And this is a pic of the bomb pit. The building above the pit is red spawn:
http://www.no-moral.com/a3.png

Sorry to anyone who was expecting a saloon theme, I changed my mind halfway through development. I guess saloon can be a working title until I can think of a better one. Or maybe saloon is a good name?