Autum Twilight

Discussion in 'Map Factory' started by Ezekel, Sep 17, 2009.

  1. Ezekel

    Ezekel L11: Posh Member

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    Autumn Twilight rc1
    Prepare to be Thrilled!!

    Now available in Red Cranberry RC (release candidate) flavour!

    Spooky place for a fight, eh?
    well this is a foggy KOTH map with a river running between a church and a pumpkin farm/field.


    thanks to:
    heyo for the pumpkin model,
    tf2maps.net community for the swamp theme pack assets,
    zeeweir for the particle effects of the cauldron
    zeeweir for the cauldron, bell and church candle models
    acumen for the hatstand model


    changelog:

    rc1:
    - closed off the doors that allow quick route between spawns
    - added soundscapes
    - added the new custom models (zeewier)
    - added the new custom particles (zeewier)
    - fixed some asthetical issues
    - added some more health packs
    - removed access to the upper level of the barn for rocket jump/sticky jump
    - added the last 5 stained glass window designs

    b1a:
    - doubled play area
    - lots more custom content

    a1:
    - 1st release
     
    Last edited: Oct 26, 2009
  2. J4CK8

    J4CK8 L11: Posh Member

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    The church looks great. The gravestones are brilliant, especialy Jean-Paul the Spy. Can't wait to play it.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Sandvich tombstone, that's gonna be a classic. High 5!
     
  4. tovilovan

    tovilovan L6: Sharp Member

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  5. Omnomnick

    Omnomnick L6: Sharp Member

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    Wow, I like the architecture and the custom grave stone models, they look awesome. I hope this map plays well - it would be a shame if it didn't. Buuuut I guess you could always fix gameplay bugs :D
     
  6. Waif

    Waif L7: Fancy Member

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    leaves on the tress are way too bright green :p
     
  7. Ezekel

    Ezekel L11: Posh Member

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    indeed.
    but the trees are most likely gonna be leaf-less when i get around to reverting the model textures back to their defaults.


    well i'm also hoping it'll be fun to play on too. :)

    should make for some nice atmosphere, and also reduces sniper sight lines somewhat.
     
  8. Darth Cyrax

    Darth Cyrax L2: Junior Member

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    Nice fog! If I may ask, how exactly are you getting that effect(aside from using fog controllers)?
    Also, very funny gravestones, and the cobble texture fits in perfectly with the atmosphere.

    IMHO, the full moon skybox in the swamp pack would "fit in" better than the current one with the industrial district on the horizon.
     
    Last edited: Sep 18, 2009
  9. Ezekel

    Ezekel L11: Posh Member

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    industrial thing will be gone or at least hidden. -crescent moon just looks better.

    and in those pics there is no fogcontroller entities, it's just env_dustcloud and env_smokevolume brushes
     
  10. Shadow Tyrant

    Shadow Tyrant L69: Deviant Member

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    This is really cool. I hope it ends up playing as good as it looks.
     
  11. Ezekel

    Ezekel L11: Posh Member

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    as do i XD
     
  12. TheAnimal

    TheAnimal L1: Registered

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    Looks amazing.
    Can't wait to play it, if it becomes available, of course.;)
     
  13. Ezekel

    Ezekel L11: Posh Member

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    it'll be available, don't you worry.

    i ran a small test last week, results look promising but i want to extend the play area a bit so it's comfortable for higher player counts. after that, we'll see what happens.

    i'm also waiting on some custom models from a friend (church bell, candlesticks, witch's cauldron and a scarecrow dressed up to look like a scout).
    once i've got the extended play area done and incorporated those models, the only thing that'll be left to do is to make up some nice tf-themed stained glass windows for the church.

    anyway, my goal is and has always been with this: get it done before the end of october. (for obvious reasons ;) )
     
  14. Ezekel

    Ezekel L11: Posh Member

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  15. The_Ulf

    The_Ulf L6: Sharp Member

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    Love those tombstone inscriptions. ;D

    Don't like how yellow some of the interior lighting is - maybe the color is ok but give it some attenuation so that the whole area isn't the same tone.
     
  16. Ezekel

    Ezekel L11: Posh Member

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    thanks, glad you like them.

    the interior lighting seems fine to me - it's oil lamps and candles, so it'd have a yellow-orange like colour, and i feel it gives a nice warm-colour contrast to the cold colours outside the buildings.
    i might shift it slightly more towards the red end of the spectrum in the stone buildings though, to make sure it doesn't end up looking slightly green when combining with the blue'ish/grey walls
     
  17. The Political Gamer

    aa The Political Gamer

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    I lol'd at the tombstones.
     
  18. lana

    aa lana Currently On: ?????

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    Reminds me of Thriller.
     
  19. KarmaPolice

    KarmaPolice L3: Member

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    I'm going to second the comment that the lighting in the church looks terribly ugly. The all-yellow thing just looks awful. Maybe use the original version of that texture on the lower walls and only use the golden version on the upper walls/ceiling?

    The outdoor shots look fantastic, though. Excellent use of the fog.
     
  20. Ezekel

    Ezekel L11: Posh Member

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    golden version?

    the walls are grey my friend. it's the light that makes it look yellowish.
    the lighting in the church will be redone once i get the candlestick models. which hopefully should be soon.

    also: about the thriller comment: i'd love to have a zombified scout claw his way out of the grave, and dance the thriller dance when a team wins, but A: that'd be a lotta modelling/animation work and B: there's the issues of ownership of the music too.