[WIP] PL_Great_Heights

toutfou

L3: Member
Sep 8, 2008
136
16
promo_b2.jpg



You can download from FPS Banana here: http://www.fpsbanana.com/maps/73905

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Finally, after roughly three months or so - it's time to unveil my own level, PL Great Heights!

Yeah yeah, the name is so so, I'm contemplating changing it if I can decide upon a more inventive name that is as descriptive as 'Great Heights' - because that's what this map is all about!

This is a three round, uphill struggle to penetrate Red's fortress atop the mighty mountain. Red have been moving in on Blu's territory overtime and have begun installing rayguns and rocket launching facilities. It's time for Blu to step up and remove the threat once and for all. The level takes place in an alpine environment and changing as Blu reaches higher altitudes.

So far the level has been through around twenty dedicated playtests with the most recent having taken place last night, and lasting for 7 hours! I hope you'll check it and offer some feedback when the level is released in Beta form this coming week!

Cheers
Toutfou.


promo_b1.jpg


plgh_01.jpg


plgh_02.jpg


plgh_03.jpg


 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Whoa thats looking really good! I'm really impressed.

/waits impatiently for the map to be publicly downloadable
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Looking excellent! The name is as you said, so-so, but I'm sure you'll come up with something better soon.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
WOW this looks b-e-a-u-tiful! DO WANT!

Gimme more screens! Or something. ^^
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
I remember alpha testing this map. It was really awesome :)
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Looking really nice, i just hope we won't have another cp_amsterdam syndrom :p.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Looks fantastic. I love the whole great heights theme, I'd really love to try this out.

I agree that you should find a better name, though. I'm not exactly good enough with names to help, though. :p
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
map name suggestions:

latin based:

praealtus = very high
elatus = "lifted up"
excellentia = "higher position"
procerus = "high grown"

I had french instead of latin in school otherwise I would have more ;-)
 

toutfou

L3: Member
Sep 8, 2008
136
16
I remember alpha testing this map. It was really awesome

Hah! I remember your high ping!

praealtus = very high
elatus = "lifted up"
excellentia = "higher position"
procerus = "high grown"

Problem is, most people won't know what they mean :) And therefor it won't give a good indication or motive behind the level.

I've been thinking of something along the lines of Falls Fortress, but that could be mistaken to believe that there are few waterfalls throughout the level. Though I guess they'd see the true reasoning behind the name once they're in.


Looking really nice, i just hope we won't have another cp_amsterdam syndrom .

Not sure what that syndrome is, but I'm guessing it won't be repeating itself :)

Here's one more:

plgh_04.jpg
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Problem is, most people won't know what they mean And therefor it won't give a good indication or motive behind the level.

Doesn't matter. A catchy name always trumphs a meaningful one ;). But in the end you have to chose what you feel comfortable with. Just giving you my two cents here! :)
 

toutfou

L3: Member
Sep 8, 2008
136
16
I see in that new screenshot a big jump in the shading on two adjacent pieces of track....

Can I direct you here: http://forums.tf2maps.net/showthread.php?t=2994
Using the method I describe there you can eliminate those lighting jumps and add a lot more of a professional look to your map :thumbup1:

That doesn't affect the way shadows are cast on props though, does it? What you're seeing in the SS are two separate track pieces, one is further into the shadow of the BSP building to the right, so it's claiming to be in complete shade.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
yes it does change the way props are lit, the -staticproppolys one works out the lighting of a prop on a vertex by vertex basis rather than by just its origin, which means tracks are smoothly lit.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
pl_acrophobia (Fear of Heights)
pl_acropolis (Fortified Hilltop)
 
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