CP_Redstone

skdr

L1: Registered
Jan 14, 2008
16
0
Hey guys.

I did the mapping and some modeling and my friend pjauri concentrated on concepts and modelling. It's still heavy work in progress but I thought that it's progressing well enough to show you guys. Tell me what you think.

Update 24.2.2008:
New shots from the red side. Much requested overview now available. Some sky tweaks.

Redstone overview screenshot

Latest shots:
cp_redstone_004_01.jpg


cp_redstone_004_02.jpg


cp_redstone_004_03.jpg


cp_redstone_004_04.jpg


cp_redstone_004_05.jpg


cp_redstone_004_06.jpg


cp_redstone_004_07.jpg



Old shots: (Some very old too from early builds)
http://3decade.com/cp_redstone/cp_redstone_003_001.jpg
http://3decade.com/cp_redstone/cp_redstone_003_002.jpg
http://3decade.com/cp_redstone/cp_redstone_003_003.jpg
http://3decade.com/cp_redstone/cp_redstone_003_004.jpg
http://3decade.com/cp_redstone/cp_redstone_02_001_s.jpg
http://3decade.com/cp_redstone/cp_redstone_02_002_s.jpg
http://3decade.com/cp_redstone/cp_redstone_02_003_s.jpg
http://3decade.com/cp_redstone/cp_redstone_001_s.jpg
http://3decade.com/cp_redstone/cp_redstone_002_s.jpg
http://3decade.com/cp_redstone/cp_redstone_003_s.jpg
http://3decade.com/cp_redstone/cp_redstone_004_s.jpg
http://3decade.com/cp_redstone/cp_redstone_005_s.jpg
http://3decade.com/cp_redstone/cp_redstone_006_s.jpg
 
Last edited:

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Looks fairly polished already. How much of the "Battlements" (i.e. plethora of buildage in first two shots) is accessible? You don't want players getting too distracted. Custom rocket model suits the TF2 theme well; maybe it's a bit too weathered and gray if we're nitpicking.
 

JTG

L2: Junior Member
Nov 19, 2007
61
1
Wow... just... wow.

That's some great work.

I have to agree with dirtyminuth... the model is perfect but the texture doesn't quite match the TF2 color scheme. But that's a trivial detail, IMO. Any chance of having smoke pouring out of the rocket onto the CP? I dunno how well the FPS would hold up but it make for some interesting fights. :)
 

Vilepickle

Banned
Oct 25, 2007
372
199
Wow... just... wow.

That's some great work.

I have to agree with dirtyminuth... the model is perfect but the texture doesn't quite match the TF2 color scheme. But that's a trivial detail, IMO. Any chance of having smoke pouring out of the rocket onto the CP? I dunno how well the FPS would hold up but it make for some interesting fights. :)

The rocket smoke in Granary has limited visible range with no clear way to increase the distance. It SEEMS fairly cheap too.
 

Logo

L3: Member
Oct 25, 2007
115
26
Looks nice but at the same time isn't too cluttered and looks very playable. Interesting to see how this one turns out.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
If that plays well you may have just made the best custom so far. Looks F'in awesome!
 
K

Kev_Boy

Who's to determine what plays well though?
Everyone will give a different response.

Does something not play well because it frustrates you or does something play well because it challenges you. You'll notice these two things are identical just worded differently.
 

Logo

L3: Member
Oct 25, 2007
115
26
Not really there's a lot of subtle details that make all the difference.

The first point in Dustbowl is challenging to defend, the last one is challenging to attack. The last point in Wolf and Toy Fort are frustrating to capture.

The biggest difference is the player should never feel like the map is holding them back. It should always be the other team that is actively preventing their success. On a map like wolf for example the player tends to feel like the long hallway combined with a severe height disadvantage and a high travel cost in taking the back route makes trying to capture the last point frustrating (and near impossible).

On dustbowl all of the action focused into a single area makes it hard to progress or capture the point. However the map is balanced such that the defending team can't easily hold the forward position due to travel distances and the threat of spies or other classes circling around back and capturing. When pushed towards the CP the defending team is better able to focus on all the incoming routes at once. Meanwhile though the variety of routes for the attacking team gives the players choice and the ability to switch up their tactics or point of attack and the attackers aren't at a disadvantage due to the terrain. They are only disadvantaged because they must push forward and the defenders are closer to the spawn than the attackers.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
true, although you seem to loose the first two dustbowl sections as the defenders I seem to be set in this mind set of make it an epic loose. lol

did I say, looks awesome!
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
Those screen shots look awesome, I hope we get a chance to play it at our next game night.

@Logo I never really thought about it that way but you are very right about it being the enemy team, not the map holding you back.
 
G

greenridge

Do the big red "C A B" on the blue side's background cylinders bother anyone else?
 

skdr

L1: Registered
Jan 14, 2008
16
0
Thank you guys.

I'm working on interior lighting and detail now. They're still too "basic" for my taste at the moment.

I'll keep you guys updated with new screens soon.
 

Kirko

L2: Junior Member
Jan 16, 2008
58
0
looks awesome!! i hope i can make something like that one day! maybe if u put a couple little bottles trash around the map that can be shot around would help add some spunk to the map.
 
R

rasnarok

Wow, excuse me for completely ignoring the gameplay mechanics of this map but it's beautiful!