arena_swbf2_deathstar

Discussion in 'Map Factory' started by Draser, Aug 28, 2010.

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Do you think this map could work?

  1. Definitely

    12.5%
  2. Maybe

    17.5%
  3. no

    30.0%
  4. Depends on the mapper's ability

    50.0%
Multiple votes are allowed.
  1. Draser

    Draser L3: Member

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    Now that it works i would like to play-test it sometime, any hosts volunteering? (or if you know of someone who will)

    What do u think of our work so far?
     
    Last edited: Sep 10, 2010
  2. red_flame586

    red_flame586 L7: Fancy Member

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    To make lasers, follow this tutorial, I think it works for tf2 as well as cs:s.

    Use packrat or similar program to pack textures for your map so others can use it

    Also, because TF2 and SWBF2 are two completly different games, with two completly differnet play styles, I don't know how well this map will work, If you are making it as a direct copy from BF2 to TF2 then it probably will be a bit big.
     
  3. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    Please use the normal orange dev texture (or just use the white one). I can barely see whats going on in your map.
     
  4. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    if your going to use a height texture use this the halflife one is a little smaller then tf2 characters
     
  5. Draser

    Draser L3: Member

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    lol, sry, i just needed some texture to do the walls with, and i chose the one with the person/jump heighth because it helped keep things to the right proportions.

    Also, for the lasers...Im looking for a way to make the laser origin move in a circular fashion while the laser end stays in the same spot...if that helps to describe what im looking to do
     
  6. C00Kies

    C00Kies L3: Member

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    I like the idea :thumbup:

    Ive all ways wondered how SWBFI+II maps would play in TF2
     
  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    tf2 tends to have more knockback than other games. keep a careful eye on those non-respawnable deathpits
     
  8. Ost

    Ost L2: Junior Member

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    Don't just make it a direct port. Take cues from the map in SWBF2, but adapt it somewhat for the TF2 play style. Work with height advantages for soldiers and demomen, and rework the straight, narrow hallways.

    Also, for screenshots: Use "Shaded textured polygons" in the 3D viewport, or compile the map with lights and take screenshots ingame.
     
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  9. Draser

    Draser L3: Member

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    i think instead of screenshots ill do a video, whats a good free software to record in tf2?
     
  10. Lancey

    aa Lancey Currently On: ?????

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    You can use the source recorder that comes with TF2. You'll need to edit outside of it, but it works really well.

     
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  11. combine

    combine L3: Member

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    If you need any help,I would be glad to help you. :D I can only do stuff in hammer.I can make the trash room. :) If you want to contact me for help add me on your friends list on steam.Or anything else,I could create anything for this map. :D
     
  12. Draser

    Draser L3: Member

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    Pics

    That would be GREAT! i have some pictures of the textures i need (quite a few, but all are somewhat similar)
    http://s420.photobucket.com/albums/pp289/laserbman/

    those are the pics....if you can get some textures from that (or create your own that fits that style, that'd be good :D )
     
  13. Lancey

    aa Lancey Currently On: ?????

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    The album is private
     
  14. combine

    combine L3: Member

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    I can't exacly create textures,but if you have a good pic of it then i will play with photoshop,My url is https://steamcommunity.com/id/cobine oh and i can not see those pics.Give me the vmf of the map.I may be able to have some fun with the laser. :cool1:
     
  15. Draser

    Draser L3: Member

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    Last edited: Aug 30, 2010
  16. Draser

    Draser L3: Member

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    Hmmm, I can send you the laser room (i don't really particularly want to send the entire VMF because im afraid somebody might steal my work)(Its not much work....but its still mine :D)

    And like i said, i could just copy the actual laser portion out onto a separate vmf for you to work on if you'd like..

    Im sry if this seems too paranoid, its just for security and stuff that im doing this. If you could actually show me some of your previous work, and what kind of stuff you can do (nothing more than pics required) , i might be persuaded to let you borrow the whole vmf :)
     
    Last edited: Aug 31, 2010
  17. combine

    combine L3: Member

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    Would this image work for a texture?
    Just an alpha.
     
  18. Boylee

    aa Boylee pew pew pew

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    Hmmm this could be interesting. I have to agree the post on the last page that said don't make a straight port. Personally I think this would wrk best if you didn't try to emulate the original layout and textures but instead took cues from the layout and completely redesign the theme. A bad-ass space station map in TF2 would be great, but not one with ported star wars textures, it needs it's own TF2 space texture set.
     
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  19. Draser

    Draser L3: Member

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    I am absolutely horrible at texturing my maps....i can do the layout and stuff decently, but i can never get the textures right.
     
  20. Tapp

    Tapp L10: Glamorous Member

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    A big warning here: You aren't going to get too much cooperation from texturers and modellers with your current direction. People aren't interested in making stuff for your map if it can't fit into any other tf2 maps. Don't remake another game, that's boring. Take a good look at star wars, take plenty of references, then make something original that fits tf2. I'd help you wherever I can, but you need to appropriate this theme into tf2. Take a look at some of the space maps popping up, and as much as it betrays your vision, people shouldn't open up your map and say "oh, this map's from star wars battlefront 2" but instead say "this map reminds me of star wars, but it's good in its own right".

    And that also means you should probably stop importing props and textures from swbf2, or asking people to remake them.
     
    Last edited: Sep 5, 2010