Battersea Power

GoldenDude

L1: Registered
Apr 26, 2009
4
0
This is my fist map.I've been working on and off on it since January.any comments good or bad I'd like to here them.


This map is a capture the flag level.Intel rooms are located up stairs in each base and capture point for in tell is located under ground in back of the each red and blu intel rooms.there are 2 entrances to the cap point from sewer and from red or blu shed's.

Known issues
  • prop fade on some props need adjusted
  • need fix no draw at blue shed door frame
  • textures in vents not lined up .might redo vents to get tex size right
  • lights in vents need lined up after tex redo
  • Finish blue sewer pipes and adjust lights for even lighting
  • Copy blue sewer to red
  • Blue water a little deep er than red fix
  • somtimes player gets stuck on red sewer stairs coming out of water
  • some door frames have skybox around from area portal.need to add trim
 

LordNor

L3: Member
Jun 24, 2009
134
15
You did a stellar job on the constructin of the buildings, all i ask for is screens of the insides. :p. On the other hand your terrain is a bit bland. A little detail props and maybe some change in height and some more scattered alphas would make it look realistic.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Wow, the outside construction of the power station looks awesome! I'm hoping the inside looks as good. The 3D skybox looks could but could use a few more props here and there.

Hopefully the map plays quite well too! :)
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
The building (brickwork) looks nice, however it seems a little open.
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Nice brickwork, it certainly evokes an "art deco" feel.

Just make sure they're func_detailed :p
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Looks great!

Throw in a flying pig, and you have the cover to one of my favorite albums of all time:

pinkfloydanimalsfrontal.jpg


(that's 'Animals' by Pink Floyd, kids)
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Yes, it's possible to have a pig in the skybox continually flying around the map.
 

GoldenDude

L1: Registered
Apr 26, 2009
4
0
You did a stellar job on the constructin of the buildings, all i ask for is screens of the insides. :p. On the other hand your terrain is a bit bland. A little detail props and maybe some change in height and some more scattered alphas would make it look realistic.

here are some screens of the inside
http://s98.photobucket.com/albums/l259/GOLDENDUDE_157/batteresea/BatterSea%20Power/?albumview=slideshow

the grass texture has a alternative with the detail prop grass I'll insert it around i didn't want to insert in sky box because the grass would be 8' tall. alphas I'll scatter them a little an the grass section. terrain height it not flat but its not real hilly I'll see where i could raise and lower it.

Looks great!

Throw in a flying pig, and you have the cover to one of my favorite albums of all time:

pinkfloydanimalsfrontal.jpg


(that's 'Animals' by Pink Floyd, kids)
yes that was my original inspiration for it all ways thought it was a great album cover


Nice brickwork, it certainly evokes an "art deco" feel.

Just make sure they're func_detailed :p
thanks. every thing outside is fuc_detailed except the 2 intel capture point sheds walls which I do to.


Wow, the outside construction of the power station looks awesome! I'm hoping the inside looks as good. The 3D skybox looks could but could use a few more props here and there.

Hopefully the map plays quite well too! :)

thanks.inside still working on but i think its coming along.i added a link to some more picscheck them out if you get a chance.skybox still pondering what else to do in there.

Yes, it's possible to have a pig in the skybox continually flying around the map.
how about a flying cow :)






thanks for your comments
Scott
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
BTW, looking at the screens in the gallery, there are a lot of interesting and pretty locations (I like the ceiling moss) but it feels a way too big, also with lots of long sight-lines for snipers. Like it was designed for much faster-moving (and wider :p) players.

Especially before more detailing, you may want to try running around as a Heavy, or running around as a Scout and comparing travel times (with a stopwatch) against other TF2 maps.
 
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GoldenDude

L1: Registered
Apr 26, 2009
4
0
BTW, looking at the screens in the gallery, there are a lot of interesting and pretty locations (I like the ceiling moss) but it feels a way too big, also with lots of long sight-lines for snipers. Like it was designed for much faster-moving (and wider :p) players.

Especially before more detailing, you may want to try running around as a Heavy, or running around as a Scout and comparing travel times (with a stopwatch) against other TF2 maps.

size wise its smaller than ctf_well blu intel to red intel . inside battlement to battlement is 2fortish size scout can double jump to middle maintenance shed about the same. the sewers probably are a little big they go intel to intel,but seemed to small until I added the middle moss walled/water section.as far is design intention I was thinking 2fort with more options.

thanks again
Scott