Badlands Classic.

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Buster Charlie

Hello all, Just figured i'd post some VERY early screenshots from a remake of Badlands i'm doing. I'm basically boxing in the map right now, so all the textures are messed up and there are no real details.

I'm still playing with the lighting, I'd eventualy like peoples opinions on that. I'm not sure if I should try and match the original sun angle as much as possible or tweak it. If I lower the sun angle it'll cast longer shadows, and by making the shadows a bit darker I could make more hiding spots for snipers and spies in the open (or even scouts).

Right now my goal is a faithful reproduction, but using the enhancements of source (displacements, better lighting, 3d skybox, etc).

I've got the outdoor areas boxed in, and am refining the insides now.

I'll keep everyone updated. When I finish this if it's popular I might do a 'TF2' style one in the 'farm/industrial' themes of TF2, but right now i'm gonna keep it faithful to the original.

Right now my focus is a well done (as in clean and optimized) version of the original that people can enjoy now, instead of some bloated project that will take many months. I also want to avoid the rushed state of some custom maps i've seen.

Anyway here are some sneak peeks.



 

ThatGuy

L2: Junior Member
Nov 5, 2007
51
0
Oh wow very nice job, the only bad thing is there's rumors of cp_badlands in the proccess, & there's even proof with badlands textures & files to it so I hope that they don't make the map after you have yours finished..
 
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Buster Charlie

Oh wow very nice job, the only bad thing is there's rumors of cp_badlands in the proccess, & there's even proof with badlands textures & files to it so I hope that they don't make the map after you have yours finished..

I'm fine with a official version, especially if its cp. I was thinking how badlands would lend itself to cp but i want to bring back one of my favorite ctf maps for tfc. If people want ctf they will play this map, and if not, it'll be good practice.
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
If they're making a CP_Badlands then I would LOVE to see a badlands classic. I hate it when valve turns CTF maps into CP maps, it's fuckin dumb.
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
If they're making a CP_Badlands then I would LOVE to see a badlands classic. I hate it when valve turns CTF maps into CP maps, it's fuckin dumb.

Agreed. While I am rather fond of cp_well, I don't like that Valve used the name.
 
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Buster Charlie

Embarasingly enough when I started this project I didn't realize TF2 can't do ladders. However I'm sure with some clever design I could keep the flow as close to the original while getting people around without ladders.
 
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Buster Charlie

I think I will adapt the main Silo Entrance for a lift. because it's such a large height that it would be impractical to do a spiral staircase, it would take forever to run up it, and people would be falling off and it sould suck.

The canyon ropes i'd probably do a small rock staircase of some sort, disguise it as a rock pile or part of the cliff wall. Same with the two ladders leading up from the cayon to the base courtyard.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
its good we have no ladders, in counterstrike it looks hilarious and it wouldnt fit in TF2 too :p

I like how you start building your map, block it out, thats how i do it too ;) I bet this is going to be a beauty
 
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Buster Charlie

its good we have no ladders, in counterstrike it looks hilarious and it wouldnt fit in TF2 too :p

I like how you start building your map, block it out, thats how i do it too ;) I bet this is going to be a beauty

I tried to add a lot of detail in the early attempt but it gets so cluttered it's hard to make sure the map is sealed, and also if you have to resize a doorway or hallway it's a BITCH to resize and keep stuff sealed.

So right now i'm just doing the bare minimum vis blocking and level sealing structures. The extra details will be entities so they dont cut up the level, but they wouldn't block vis anyway so why make them out of brushes.
 
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Buster Charlie

Updates:

Roughed in, canyons done, silos and tunnels done, 90% of internal structures done, the only thing that is NOT done is the external base face.

Only the sky light is done, i'll probably tweak the lighting to take advantage of source. Need to work on the doors when it's roughed in.
 
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Buster Charlie

more screenies? :D

I will once I finish rendering the map.

Right now the boxed map is 100% 'alpha'

The map should be sealed off, I'll check for leaks. I then need to check vis optimization and scale. I need to add some basic lighting because most of the in game lights were texture lights. I need to add proper spawn points and a flag and game rules.

I then need to replace the missing ladders.

Once I get this stuff done I will then nodraw the entire map and do a basic texture job on the visible surfaces.

Once this is done I will probably release an alpha map for people to test.

I need peoples input on the scale of the map for TF2 (because I basically used the original with some stuff enlarged (sewer entrance) for TF2 players.

I need people to test for hangups on brushes, missing or misaligned textures, ugly lighting. I need people with older machines to test for playability.

Once I get a solid 'yes' on the above topics I will start detailing the world with more complex stuff like props, more displacements, 3d sky box, more detailed brushwork.

Eventually I would like to render the entire map in "TF2" style but for the first release it will be in Classic TFC because that will take the least amount of time.