Artpass Ryu Ookami

Discussion in 'Map Factory' started by Ryu Ookami, Jul 22, 2010.

  1. Ryu Ookami

    Ryu Ookami L1: Registered

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    Hello everyone,

    my first time trying Hammer out, but I'll do my best for this contest. I already was on the polycount contest and worked on the sniper sentry and I also created some Custom Items for www.tf2ci.com. But now I wanne learn with the SDK Source and create a colorful-snowy night prison map.

    Short thing about the basic style of the map: As I said, i wanne make something unique but typical for Team Fortress 2. My first thought of the layout was to create a prison like map. because the big building and the small pathes to different rooms would be just perfect for it. And my second thought was to do a night-based map, which should be more moody and night-like than pipeline for e.g.

    Side Hints/Story: Beside the Unique Props, I wanne make some hints for a small prestory for this map. Basicly most of the buildings are covored in a moody blue-style. But on the other side Red owns the points at the start. So the side story behind it was, that red took over the Blu-Prison and tagged all the Blu-Signs. And now Blu strikes back : P Btw. the company "BLU" will stand for "Bleaching Laundry Unit" in this map ^^.

    Unique-Props/Textures I wanne make: Most of the new props I want to make are containing prison-stuff and laundry stuff. So for e.g. Prison-Cells, Laundry Carts, a Washer (see picture), a snowman, handcliffs, radom dirty-tags, carved day-counter etc. I also have the idea of making a unique prop of a watchtower or a iron statue of "Saxton Hale" somewhere on the map, but I dunno if I'm going to make it.

    Lighting: The Lighting is one of the most important parts of this map. First of all, this more colorfull night has the small disadvantage, that some corners become to dark to see the enemies color. So I have to light up this places with a seperate point light. And There will be also a color-fight between the red lights and the blue-lights. This means, that you should be able to see in what part of map you are depending on the light. If you want to capture the Red Point, you have to go into the more red-based light. If you wanne push Blue back, you have to enter the blue-lighting. There are some white lights as well, for e.g. the street lamps. You don't have to worry about too satisfied and strong lamps, I wanne try to make it colorfull, but not overpowered.

    Problems: I still have problems with compiling my unique Items I made in Maya. I can compile then without any problem but I can't load them in the "Model Viewer" and they won't appear on hammer (name/folder exists but there's no model visible). I also have some problems with the skybox, but I want to give my best to fix it.

    Hope you like the idea.
     
  2. The General

    The General L1: Registered

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    I like the snow effect in pic 4.
    Love the washing machine!!!
    But, you are repeating a some things in the map, such as the red logo covering the blue logo, which you have done twice in the map.
     
  3. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    Looks great so far! And as "The General" said you're doing the same things over and over if you want something to be nice and unique try to do it only once...
     
  4. Ryu Ookami

    Ryu Ookami L1: Registered

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    [​IMG]

    Another Unique Prop I made now: A Searchlight.
    I will seperate the head and buttom to make it rotateable for different angles.
    I also need to make some dirt on this item as well ^^
     
  5. EArkham

    aa EArkham Necromancer

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    TF2 has an issue with parenting to a func_rotating. You'll need to animate the prop for best results. But looking good so far!

    [Edit] Oh, it occurs to me that you meant simply changing the angle fo the head, not actively rotating... ah, well, I just woke up. :D

    Kep