Junkyard

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Working on this for the Ducksoup gaming arena contest.

Most Arena maps have a tendency to split up teams, hopefully mine will encourage teams to stay together with its narrow layout

Also wanted to give engineers a little more time to setup than you find in other arena maps, so enemies will have to go through contested territory before they can get to the best engineer spots

There are towers to each side of the point with superior sightlines into the enemy base. I hope to encourage snipers to use these for key picks on the opposing team, or against camping engineers. To balance this, the sniper is vulnerable while climbing the tower, and also to attacks from below

Thanks to Rexy for putting on the contest & the prefab!
 
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Ezekel

L11: Posh Member
Dec 16, 2008
818
245
looking good so far.
are you planning on making a "rubbish pile" texture to use to represent heaps of junk?
cos i still can't really see the "junkyard" in the map :-/
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
looking good so far.
are you planning on making a "rubbish pile" texture to use to represent heaps of junk?
cos i still can't really see the "junkyard" in the map :-/

Yea, it'll be some displaced piles of rock textures, with some tires and stuff embedded in them, plus a lot of barrels and whatnot strewn about.

It's pretty bare bones now, but hopefully it'll start to come together when I get into detailing:)
 
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uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Updated with some new screens. Interested to know if it's starting to look like an actual junkyard (well, a reasonable approximation, because everything in TF2 is representitive)
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
New & improved, now with actual download!

proper cubemaps to be built in next version
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Puuuuuuuuuuuuuuuuuuuuurple!!!!!!



Heh, i guess some textures didnt get pakratted because all the buildings around the periphery of the map were purple like in the screenshot (sorry its hard to see, i didnt think to take a screenie during the game.) The spawn was purple too which kinda made my eyes bleed.

Beyond that, however, it looked like a very good map. I liked the gorge with all the barrels and junk by it right outside of spawn.

Someone mentioned that the map has no water. This is a very good point since people can die of afterburn if their medic is dead. I saw that you had a sewer like thing down below, perhaps put some water in there. Alternatively, perhaps put some water at the bottom of those gorges outside of spawn. Either way definetly make it a nice shade of yellow with garbage floating in it.

Also a minor though, i was thinking that perhaps you should "seperate" the two sides of the map with some chain link fence with barb wire on top, because what self respecting junkyard isnt surrounded by fences and barb wire. I am assuming the idea is that these are two competing junkyards, so i thought to emphasisze that you could have the fences perpindicular to that building in the middle. But make it so that the fences have been knocked down or pushed asside, so they arent actually hindering movement. I just thought that would be a nice touch to show that these are supposed to be two distinct junkyards instead of one big one (assuming of course that is actually the case.)
 
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PenPen

L5: Dapper Member
Apr 24, 2008
207
136
I like this map too discounting the purple thingies.
Originally it seemed really big, but after playing on gameday I think it's a pretty good size.

As said, it seems like the capture area was awfully small (just the CP plate thingy it seems like). You may want to increase its coverage.
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Puuuuuuuuuuuuuuuuuuuuurple!!!!!!



Heh, i guess some textures didnt get pakratted because all the buildings around the periphery of the map were purple like in the screenshot (sorry its hard to see, i didnt think to take a screenie during the game.) The spawn was purple too which kinda made my eyes bleed.

Yea, that's a noob failD:

Beyond that, however, it looked like a very good map. I liked the gorge with all the barrels and junk by it right outside of spawn.

Someone mentioned that the map has no water. This is a very good point since people can die of afterburn if their medic is dead. I saw that you had a sewer like thing down below, perhaps put some water in there. Alternatively, perhaps put some water at the bottom of those gorges outside of spawn. Either way definetly make it a nice shade of yellow with garbage floating in it.

Also a minor though, i was thinking that perhaps you should "seperate" the two sides of the map with some chain link fence with barb wire on top, because what self respecting junkyard isnt surrounded by fences and barb wire. I am assuming the idea is that these are two competing junkyards, so i thought to emphasisze that you could have the fences perpindicular to that building in the middle. But make it so that the fences have been knocked down or pushed asside, so they arent actually hindering movement. I just thought that would be a nice touch to show that these are supposed to be two distinct junkyards instead of one big one (assuming of course that is actually the case.)

Good suggestions here, thanks. I will be redesigning both areas on the side of the center building. It seems that is where most of the initial fighting took place, which isn't ideal, since they're just narrow alleys. And yes, look for some water soon, everyone likes water
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
I like this map too discounting the purple thingies.
Originally it seemed really big, but after playing on gameday I think it's a pretty good size.

As said, it seems like the capture area was awfully small (just the CP plate thingy it seems like). You may want to increase its coverage.

Right on, thanks!

I'll make that capture area bigger for sure. I agree
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Updated to A3. Missing textures should be remedied

Also changed layout of center point and areas to either side, the idea is to funnel players through the center building in the initial rush, instead of towards the sides

Also, added some water underneath the sniper towers, but theres a leak down there somewhere, so you'll see some skybox

And increased size of the capture area trigger
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
I guess I'm at a loss as to how it's possible to have a texture pakratted, and yet not pakratted:

66741613.jpg


Am I putting the texture in the wrong location?

Would appreciate any help...
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
You need to shorten the directory extensions. In here you are just referring them to the C:\ folder under your steam installation. Under File>Preferences you can tell the pakrat to help take out the unneccesary folder levels for you.
 
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uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Well it's been a Tale of Fail so far while I learn the basics, but I feel good about version A6, all custom content is removed (for now), so should be no major lol moments

Really hoping for some good feedback on gameday Saturday! My goal is to get to beta by the contest deadline of 8/8
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Looking very neat and customary! It will be an interesting and fun play.