Red and Blu have set up shop in the orient and now must spy on each other and gather intel.
B3 released
[/IMG]
B2
Added animated model doors to main spawns, didn't have time to do all of them.
Added custom objects (oriental lamp, bridge, supports, spawn doors)
Changed some texturing and added signs to make path more clear to intel.
Added a side door to temples, to cave entrance. May add doors to optimize
and give cover.
Tried more light bounces to lessen darkness in caves.
Cleaned up displacements to help player pathing/optimizing.
Moved Vault door back for room.
Replaced brush stairs with models and clipped stairs.
Added sprites.
Still waiting for compile to finish.
Fixed menu photos.
Fixed sombrero tex so spies could cloak. Added pink elephant pinyata to gibs.
(turn on bday mode before map loads)
Optimized.
Added indoor sounds to temple/spawns.
Lowered balcony so it's eaasier to jump.
Adjusted rain particles.
Added ctf_gamerules entities so map will eventually stalemate.
Tied water to cubemaps.
Shave 10MB off raw file with lightmap scale on brushes that didn't
gather shadows.
Probably more...
>>>REALLY need feedback on the new side door.
I might add sliding doors to help optimize it, but I think it'll be good for engies to set up in waterfall area quickly. Also help to defend attack back of bases.
--------------------------------
ctf_orient_b1a
DOH! forgot to change 4 spawn points from blu to red.. Fixed
forgot a player clip in red giving advantage vantage point. Fixed
ctf_orient_b1 Now on TF2Maps.net server (when the forum changed I couldn't figure out how to upload here anymore lol)
added second spawn
touched up lights
added tunnel under water fall
got rid of a water fall
cleaned up displacements
added ammo health
optimized
deleted all dynamic fps sucking lights
rain waterfall particles and sound
proper sprites
player clip
issues:
still working on skybox, a couple nodraw/skybox errors
add more sounds
tweak lighting
more details
ctf_orient_a2
Went and changed the name. decided it would be best to have a regular linear style instead of circular, more action, whatnot.
As it's not in the shape of a yin yang anymore I thought Orient might be more fitting.
Alot of displacement work, rocks, caves, under water.
ctf_yin_yang
by OR!g!NAL (aka Sgt Frag)
-Edit - 5- 20-09
updated to a2
made some pretty substanstial outdoor area size changes, shrunk it down
and changed the outside paths so players had to be in the open more.
no build in intel building. Hopefully that will cure the engie turtling
plenty of spots to build outside.
fixed all spawn issues
failed at cubemaps and menu photos, no time.
got rid of middle path.
-EDIT- 5-17-09
added ctf_yin_yang_a1
blocked in the gameplay area. have alot to do detail wise, but looking for gameplay comments.
http://www.fpsbanana.com/maps/95668
--------
Currently I have the base layout figured out. I'll post shot later but it is basically shaped like it's namesake, the Yin Yang.
Red and Blu each have a 'territory', one yin, the other yang. Basically each teams ground is a teardrop shape.
Their base (shown in the pics) is the dot in the teardrop.
There will be four exits/entrances into the other teams territory. They will be fairly evenly distributed along the middle of the teardrops. The closer the entrance is to the other teams base the harder it will be to gain access to, the entrances furthest from the base will be easier to enter enemy territory through, but once inside you will need to cover more ground in unfriendly territory.
The bases will be small and fairly open to hopefully stop turtling within the base itself and instead bring the battle into the outside territories.
Currently the blue base is almost finished, a few details need to be added yet and the inside areas need pinned down.
There will be 2 spawns, one away from the base a bit and the other possibly in a corner of the base but only exiting to the outside.
Here are a couple shots of red color tests. I think I am leaning towards the older version.
recent test
old test
B3 released
B2
Added animated model doors to main spawns, didn't have time to do all of them.
Added custom objects (oriental lamp, bridge, supports, spawn doors)
Changed some texturing and added signs to make path more clear to intel.
Added a side door to temples, to cave entrance. May add doors to optimize
and give cover.
Tried more light bounces to lessen darkness in caves.
Cleaned up displacements to help player pathing/optimizing.
Moved Vault door back for room.
Replaced brush stairs with models and clipped stairs.
Added sprites.
Still waiting for compile to finish.
Fixed menu photos.
Fixed sombrero tex so spies could cloak. Added pink elephant pinyata to gibs.
(turn on bday mode before map loads)
Optimized.
Added indoor sounds to temple/spawns.
Lowered balcony so it's eaasier to jump.
Adjusted rain particles.
Added ctf_gamerules entities so map will eventually stalemate.
Tied water to cubemaps.
Shave 10MB off raw file with lightmap scale on brushes that didn't
gather shadows.
Probably more...
>>>REALLY need feedback on the new side door.
I might add sliding doors to help optimize it, but I think it'll be good for engies to set up in waterfall area quickly. Also help to defend attack back of bases.
--------------------------------
ctf_orient_b1a
DOH! forgot to change 4 spawn points from blu to red.. Fixed
forgot a player clip in red giving advantage vantage point. Fixed
ctf_orient_b1 Now on TF2Maps.net server (when the forum changed I couldn't figure out how to upload here anymore lol)
added second spawn
touched up lights
added tunnel under water fall
got rid of a water fall
cleaned up displacements
added ammo health
optimized
deleted all dynamic fps sucking lights
rain waterfall particles and sound
proper sprites
player clip
issues:
still working on skybox, a couple nodraw/skybox errors
add more sounds
tweak lighting
more details
ctf_orient_a2
Went and changed the name. decided it would be best to have a regular linear style instead of circular, more action, whatnot.
As it's not in the shape of a yin yang anymore I thought Orient might be more fitting.
Alot of displacement work, rocks, caves, under water.
ctf_yin_yang
by OR!g!NAL (aka Sgt Frag)
-Edit - 5- 20-09
updated to a2
made some pretty substanstial outdoor area size changes, shrunk it down
and changed the outside paths so players had to be in the open more.
no build in intel building. Hopefully that will cure the engie turtling
plenty of spots to build outside.
fixed all spawn issues
failed at cubemaps and menu photos, no time.
got rid of middle path.
-EDIT- 5-17-09
added ctf_yin_yang_a1
blocked in the gameplay area. have alot to do detail wise, but looking for gameplay comments.
http://www.fpsbanana.com/maps/95668
--------
Currently I have the base layout figured out. I'll post shot later but it is basically shaped like it's namesake, the Yin Yang.
Red and Blu each have a 'territory', one yin, the other yang. Basically each teams ground is a teardrop shape.
Their base (shown in the pics) is the dot in the teardrop.
There will be four exits/entrances into the other teams territory. They will be fairly evenly distributed along the middle of the teardrops. The closer the entrance is to the other teams base the harder it will be to gain access to, the entrances furthest from the base will be easier to enter enemy territory through, but once inside you will need to cover more ground in unfriendly territory.
The bases will be small and fairly open to hopefully stop turtling within the base itself and instead bring the battle into the outside territories.
Currently the blue base is almost finished, a few details need to be added yet and the inside areas need pinned down.
There will be 2 spawns, one away from the base a bit and the other possibly in a corner of the base but only exiting to the outside.
Here are a couple shots of red color tests. I think I am leaning towards the older version.
recent test
old test
Last edited: