[WIP] pl_vipersden

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Edit 2-28-09: :woot: Beta 2.0, featuring the Viper Cart, Uploaded

pl_vipersden_101_ABG_thumb.jpg


Download: pl_VipersDen_b2

Play it now. PASSWORD is pfunc



Original Post:
Type:
Payload

Size:
Around the size of the first round of goldrush

Theme:
Western (i.e. canyons, wooden buildings, etc)

Purpose:
I am making this for my TF2 gaming community Team Vipers. I'm not trying to make anything mind blowing here, this will be my first payload map and my main goal is to learn the techniques for such. It will hopefully be the foundation for my next big project, pl_culturalwarfare.

ETA of Alpha Version: 1-2 months (I am very time constrained with work and school)
 
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psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
I'm pretty sure the game only has GUI elements for the standard payload - that is, Red defending ang Blu attacking. Otherwise it doesn't look bad, I like the layout idea.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
I'm pretty sure the game only has GUI elements for the standard payload - that is, Red defending ang Blu attacking. Otherwise it doesn't look bad, I like the layout idea.

I'm guessing your referring to my objective cap point. I think I should be able to do a capture point, outside of the win/lose calculation, that just triggers a brush to lift. I may not even attempt this though depending on how the final layout turns out.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
After 10 days of being busy with school I got a couple hours in on map. I decided to do a little detail work, even though that is jumping the gun since I am only part-way through with basic layout. But detail work is the fun part and I wanted to get some inspiration.

I tried my hand at displacement cliffs (morphing brushes to look like cliffs) for the first time and as you can see below I need a lot more practice. I also made a quick barn for the hell of it.

bad%20dispacement%20cliffs.jpg
 
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Ida

deer
aa
Jan 6, 2008
2,289
1,372
Judging from your overview, there'll be some huge, long stretches. That is not good for TF2 at all. Please don't fall into that trap - maps with long corridors are usually disliked because Snipers can dominate the whole map.
 

Blindfate

L1: Registered
Nov 2, 2008
43
6
He's right about snipers, but you could fix that by addings some overhands and and stuff to be crouched behind. I also really hope that the cap point in the middle works out, it looks like it would make for an interesting gameplay mechanic.
 

ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
I think psihomir was referring to the fact that on your map Red is on offence and Blu is on defence, which is the opposite of what most pl maps have. You might have problems getting the pl HUD to work with that setup. But besides that, looks good.
 

Blindfate

L1: Registered
Nov 2, 2008
43
6
He could just use a custom GUI, couldnt he? It wouldn't be terribly hard to recolor those images.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Thanks for feedback. As for corridor length and snipers, I will keep it under control with obstacles, etc as I too hate sniper dominating maps. As for red/blue issue, I made the layout plans pretty quick but will use the traditional Blue attack and Red defend.

note: some of my embeded images are not working at times, but if you click the link to my mapping site you can see all the screens no problem.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Between final exams/projects, a trip to Dallas, and starting a new blog with some friends (www.thegreeniuses.com ) I have had no time to work on map. Things have slowed a bit and I was able to work on map for a few hours last night. I read Youme's tutorial on displacement cliffs and my skills have improved dramatically, but still need perfecting. I also added some hills, modified layout a bit, added some water, and laid some track. I'm still hoping to release playable beta in mid January.

pl_vipersden_05.jpg


pl_vipersden_07.jpg


I also took a quick video: [ame="http://www.youtube.com/watch?v=sqe7NqtX4JY"]pl_vipersden_wip_demo1[/ame]
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Update

I'm really in the groove now and the map is taking shape nicely. I have departed a lot from original plan, but I think it will turn out nicely. I finished laying the track and made a few other additions.

pl_vipersden_14.jpg

The track is the pink curving line. I'm really utilizing changes in elevation and curves in the track. On the left, where bomb will start, looking bottom to top, the track starts at sea level then goes up hill and reaches pinnacle under barn, then starts to go down, reaches sea level again, then curves right to go inside what will be a cave, then curves left and comes out of cave, curves right and then loops around tip with water. On the right, track makes multiple curves and is constantly going up hill from water to gray area at bottom of image.

pl_vipersden_15.jpg

In-game view, looking north to south.

pl_vipersden_16.jpg

In-game view, looking south to north.

pl_vipersden_17.jpg

In-game view, also looking south to north with better view of final leg of track.

pl_vipersden_18.jpg

The tip with water. I'm really hoping this will make for some interesting game play without being too much of a bottle neck.

All the payload game entities are working correctly.

pl_vipersden_19.jpg


The only problem is the the bomb cart is too high off the ground, but this is easily fixed:

pl_vipersden_20.jpg


And at the end the cart starts driving away from final cap point:

pl_vipersden_23.jpg


These are the fun little problems mappers get to deal with. Good news is I should have a beta to release for contest.
 
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TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I'm pretty sure the game only has GUI elements for the standard payload - that is, Red defending ang Blu attacking. Otherwise it doesn't look bad, I like the layout idea.

I know that post was made in November, but I think the latest update took care of that, I found red versions of all the icons.D:

Valve is so considerate...
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
I know that post was made in November, but I think the latest update took care of that, I found red versions of all the icons.D:

Valve is so considerate...

Thanks for the info, but I have decided to just have blue attack and red defend.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
@Nineaxis - I hate wide open maps like Orange X, so I plan to put enough obstacles (buildings, etc) to keep it from being too sniper friendly.

@Garbageman - Good point. I will get feedback on this during play testing and make necessary adjustments to how close track is to walls.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Fixed bomb being too high off track. Added considerable sniper cover on blue half of map. Sniper has only small target area from higher red side down to lower blue side. Have not added all obstacles (buildings, etc) to red side but will soon. I do plan to make red side a little more sniper friendly since it is final leg of map. I'm aware my cliffs are incomplete and need work.

pl_vipersden_26.jpg


pl_vipersden_25.jpg


pl_vipersden_24.jpg
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
:woot: Beta 1.0 Released (and hopefully will be included in contest): Download

pl_vipersden_27.jpg
 
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Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Here is a current To Do list to try and avoid too many redundant feedbacks.

Current To Do
1. Fix game_round_win so Red can win when time expires
2. Fix hole at top of blue side rock arch
3. Shrink outer cave so it is not so wide
4. Add wall displacements to center caves
5. Add more buildings and other obstacles to open spaces
6. Add a LOT more detail
7. Add code so servers can have map go into sudden death
8. Add third CP
9. Clean up cliff displacements where faces aren't lining up
10. Smooth out hills to prevent stickness
11. Render cubemaps in LDR and HDR
12. Maybe add small water puddles on blue side to dampen red players when they drop down
13. Create and add Vipers 'wanted posters'
14. Create and add map video
15. Create and add map start screen
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Some new screens (click for full size):



Overhead Screens for Feedback. Draw on these and then post in forum. This will help me a lot (click for full size):



Current beta 2.0 ToDo:

Fix game_round_win so Red can win (Done)
Fix hole at top of blue side rock arch (Done)
Fix sticky B door leading up from blue barn to red town (Done)
Shrink outer cave so it is not so wide (Done)
Add wall displacements to center caves
Add more buildings/obstacles to open spaces (in progress)
Add a LOT more detail (in progress)
Add third CP (done)
Fix sticky cliff displacements, add player clips (mostly done)
Smooth out hills to prevent stickiness
Render cubemaps in LDR and HDR
Add small water puddles on blue side to dampen red players drop
Add cameras
Detail large box at last CP as jail
Creat final explosion
Create 3D Skybox
Create and add Vipers 'wanted posters'
Create and add map video
Create and add map start screen
 
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