Pumping Station

Annihilatorza

L1: Registered
Apr 8, 2009
30
0
Hey All


This is my First attempt at a tf2 map

Is these Pics just random shows of the main fighting area, I am alot more work to do here, extend walls arched ceiling, windows with 3d sky box, the list goes on and on ect.

The 3rd Shot is comming out of a one of the bases at roughly player height.

Any Questions Jsut shout.
Also The name is only temp, will most likely change.
 
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Annihilatorza

L1: Registered
Apr 8, 2009
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Ye I Know, Its a problem I was going to use ladders but ladders are not used in tf2.
So I am open to suggestion I was considering just dumping them outright.

I am maybe thinking a circular ramp that goes around the pillar but I think it might be 2 steep as well.
 
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no means nomad

L1: Registered
Dec 23, 2008
33
11
I've been trying to work with vertical space in my early TF2 map and one of the solutions I found to giving you some extra leg room on ramps is this:
25p0hh5.png

If you can't tell from the picture you end the ramp early with a drop down. A crouch jump will put someone up in one jump, but less skilled players can make it up by jumping up the crate there. I'm not sure if this'll help you there or not but I'm just throwing it out there. Also this isn't something you want to repeat in more than one area(not counting copied repeats if it's a symmetrical map), so it's use in the map is limited.
 

Annihilatorza

L1: Registered
Apr 8, 2009
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That Is an Option for sure, But I think I might just leave the ramps out, hmmm I just had another idea . Put them parrell to the long pipes is one option.
 

Annihilatorza

L1: Registered
Apr 8, 2009
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Quick Question what is A good height for passages mine seems a tad to high.
Mind you it helps for scouts.
 
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[O]

L3: Member
Mar 21, 2009
121
27
a fellow noob!

my only comment at this stage is that you probably should have some reasearch on pumping stations. it will definitely help you make design decisions faster and easier. it will also guide you to ideas in your map such as:
  • room types
  • architecture features
  • [then much further ahead] choice of props
 
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Annihilatorza

L1: Registered
Apr 8, 2009
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Good Point, I will do that as well, but late last night I had an awesome Idea, that I will try to implement tonight.
 

Annihilatorza

L1: Registered
Apr 8, 2009
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I made some changes and I am like it alot more now.

The Rooms to the sides will have access so you can get in and snipe if you want to.

Also started messing around with Spawn Room.
I built my first displacement yay.
Used to using unrealed to build those kind of complex things :)
 

Annihilatorza

L1: Registered
Apr 8, 2009
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Hey All been doing some more work, been changing the layout Finaly found something that I like.


Did some very basic Texturing to get a feel of the level.
If you have questions just ask.
 

YM

LVL100 YM
aa
Dec 5, 2007
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6,056
From what I can see you're taking a good first step into mapping, I despise the CTF gamemode so It wouldn't be fair for me to pass comment on your layout from that overhead.

so I can comment on visuals only, here's my list from what you've posted so far:
  • Use a tf2 water rather than a half life 2 one, they fit better with tf2's art style.
  • Dosn't look like you have an env_tonemap_controller, run a search for either that or the environment gallery acegikmo posted and nab the tonemap controller and logic auto from that.
  • Don't make stairs out of thin staggered brushes like you've got in your middle area, either: Smooth the back and stagger the top, separate the brushes more and add side caps or use a ramp (or a combination of those) If you're having stairs sticking out from a wall it's also a good idea to think about what might be supporting those stairs
  • Same with everything really, walls doors lights, think about why they are there and what additional things might be suppoting them, lights have wires going to them and generators some times for example, metal usually means thin walls whilst concrete usually means thick walls, etc etc
  • Commonly overlooked by newer mappers: variation. at current you're entire wall is all one texture, if you look at most real walls they have three main sections, the ground level bit, a skirt around the floor or whatever, the main section, the bulk of the wall, and the top transition to ceiling. so thats three areas of visual difference before you even add things like windows etc
 

Annihilatorza

L1: Registered
Apr 8, 2009
30
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Thx for that Youme, to me I consider this map pre alpha I wont even consider it that yet.
There is alot I have to do still make the lighting fittings, make sure they work right and look correct.
Build the Sniper rooms, Add in fake doors, retexture the entire room. Add health packs so lots and lots to do.

I have put the windows in last night and I like them alot.
I have made some big changes last night to the roof.
I have totally replaced the roof with a far better one, I think I will be replacing the stairs with ramps as well.
In the current version the stairs are simlar to the ones in the that pic but they have sides.
On them.
I will post some updated screen shots tongiht of what I have done.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
From the overhead it looks a lot like ctf_turbine, which definitely is a good thing if it plays like that.
 

Annihilatorza

L1: Registered
Apr 8, 2009
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That is where I did get my idea from, something not to huge to start out with, and to cut my teeth on, its been a long time I have used hammer.

I last used it when it was still called world craft.
But I dont think I am going to have a vent system in mine though.
My next pay will most likely be a payload map but that is far in the future.
 

Annihilatorza

L1: Registered
Apr 8, 2009
30
0
Hi guys

Here is a small tidbit of what I have done, I am battling with the water, I use 2fort water and it comes out yellow after rebuilding the cumbemap.
Its Driving me nuts cannot figure out why.

Any Speific way you have to use sky box textures from tf2 ?
The Hl2 ones work fine but the tf2 ones not so much.
 
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zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
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Quick Question what is A good height for passages mine seems a tad to high.
Mind you it helps for scouts.

May not matter now, but that character is a lot smaller than TF2 people. I'd suggest you get ABS's .FGD (search for it) so you know how big the TF2 people ACTUALLY are. Or have prop_dynamics (or prop_statics) with /player/hwm/<class>.mdl as their model (eg. /player/hwm/sniper.mdl - as sniper, I believe is the tallest class).
 

Annihilatorza

L1: Registered
Apr 8, 2009
30
0
Hey All, Here are some updated Screen shots for you to go through.

At This point I still consider this map very much pre alpha.
But its comming along in leaps for me atleast.