Wip: Tc_triumvir

Oct 25, 2007
219
690
Not content with just finishing two other maps, I've started on a TC map as well. ;)

Here are some early screenshots of the first area:

station1.jpg


station2.jpg


Let me know what you think.
 
G

gnat

um. wow? thats really cool.

i seem to recognize those images in the stained glass texture. thats some vintage poster art i take it? can't wait to see more.
 

Logo

L3: Member
Oct 25, 2007
115
26
I like it except that the chain link fence doesn't look like it belongs there and maybe you could find a better texture for the roof (instead of the white brick). Other than that I think it looks really cool and hat's off to you for trying to make a TC map.
 
K

killanator

wow, finally a tc map! another suggestion on tope of what logo said is maybe to get a little better lighting inside the church, possible by the stained glass windows but it all depends on where the cp goes
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
having the "light of god" effect coming from one of the windows would be a tad bit unrealistic, but still funny :)
Looks like it could use some crossbeams in the ceiling though, the modern look of unsupported wall and glass doesnt really go with the older style brick and the type of side windows you chose, IMO.
Still, lookin good.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
whatever you do, dont forget the game is tf2 and it has its own STYLE. The textures of the church wall dont fit in tbh.
 
Oct 25, 2007
219
690
whatever you do, dont forget the game is tf2 and it has its own STYLE. The textures of the church wall dont fit in tbh.

Thanks for the tip. However, the textures you see are custom textures I made. I use Pakrat to attach the custom textures with the BSP file.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
i know, i use that .jar program too its great, but the textures DO NOT FIT. I suggest you to look at the rendering video valve released, they explain their art style. I learned a lot from it, decompiled some maps to take a look how they made things etc. IM gonna watch your map closely it may not FAIL! :D
 
K

killanator

having the "light of god" effect coming from one of the windows would be a tad bit unrealistic, but still funny :)
Looks like it could use some crossbeams in the ceiling though, the modern look of unsupported wall and glass doesnt really go with the older style brick and the type of side windows you chose, IMO.
Still, lookin good.

light of god is actually a good idea...it is funny, sorta belongs in a pixar movie...and wat is tf2? m-rated pixar!
 
A

Alexforcefive

Is there any way to project the stained glass onto the floor? That's what would happen in a real church, but I'm fairly certain if you just stuck a light source outside the window it wouldn't work >.>
 
B

Buster Charlie

i know, i use that .jar program too its great, but the textures DO NOT FIT. I suggest you to look at the rendering video valve released, they explain their art style. I learned a lot from it, decompiled some maps to take a look how they made things etc. IM gonna watch your map closely it may not FAIL! :D

I agree, try and use TF2 textures and resources to keep it feeling like TF2. Now in my map, I'm going to try and make it LOOK like badlands (I don't have the time to do each base unique like the valve maps) but use the TF2 texture set and props. Eventually if people like my map I will retrofit the bases with the Barn/Factory theme of TF2.

It just looks silly to have cartoon characters running around a photo realistic church. If your going to make custom textures at LEAST look at the TF2 textures and try to emulate that style.

BTW I am interested in that valve video, where can I get it?
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Aw, that was more about character design than textures. but still neat, didnt realize the differences between red and blue architectures...