Bridgewater

Discussion in 'Map Factory' started by Mould, Sep 5, 2010.

  1. Mould

    Mould L2: Junior Member

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    After quite a while of failing and asking question and being generally useless, Meggle and I have begun work on ctf_bridgewater, our first joint venture in mapping, and each of our second maps.

    A little bit about the map:
    Blu side is themed mostly upon waters, and is made up of solid buildings made to last, while red is themed on mining, and made up of hastily thrown together buildings made to look menacing and better blu, while failing.

    As far as story goes, Pootis Electrics (blu) has been using their watermill to generate electricity for the nearby city for years, and all of a sudden red comes along and starts not only using the same water, but also mining in the surrounding area. They're begining to infringe upon eachothers resources, and the argument turns violent.

    Meggle has now left to go and map for natural selection 2 (he's on bigger things now,) but I still work on this, very very slowly making progress. :)

    Screens + Download link coming soon.


    _______________________



    Current to do list for next release (beta?)
    • Screenshots
    • Clipping pass, including the botttom of stairs, wall clipping, additional floor clipping to remove 'rocket bugs'
    • Fill in some textures
    • Add spring
    • Add 'dead zone' behind the waterfall death pit (cactus, skulls..)
    • Create 'inside' for waterfall house on blu
    • Try a bit harder on the red intel pit
    • Begin general detail

    Current to 'fix' list
    • Change the red intel room railing (you can walk through it and its made of wood)
    • Add the construction scaffold material


    Current to create list
    • Large drill for red intel room - model and texture
    • Drill tower?
    • Crystals - texture, model can be done with geometry (learn to make 'light' textures for this)

    Credits

    Meggle - Partner, layout designer, general stuff
    Bulletcrops Team - Models, textures
    Construction pack team - Models, textures
     
    Last edited: Aug 22, 2012
  2. Wilson

    aa Wilson Burial by Sleep

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  3. Mould

    Mould L2: Junior Member

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    Found this out right as I posted from meggle, but thanks anyway. We're thinking of a new name right now <3

    Got a new name now. Also uploaded some screenshots.
     
    Last edited: Sep 5, 2010
  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Looks quite good, but your stairs are damn enormous. 16x24, right? They should be 8x12.
     
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  5. Mould

    Mould L2: Junior Member

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    Which ones? Bridge? Blu round house? Intel?
     
  6. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    All of them basically, unless I'm mistaken it looks like they're all 16 units high. I don't think that's a real problem though. You may want to keep the step size but reduce each brush to 8 units high only when possible, to get a better looking 'see-through' stair. You don't need to do that yet, though. In fact, ramps everywhere would be fine for a first alpha, since you don't have to clip them and they serve the same purpose.
    The big offender is the bridge with its very long steps. :)
     
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    Last edited: Sep 5, 2010
  7. meggle

    meggle L1: Registered

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    Thanks for the feedback guys, imma take a look at the stairs.
     
  8. Mould

    Mould L2: Junior Member

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    New version!

    Now with name change! Big stairs (hopefully) fixed! Made it look slightly betterwith a bit of brush detail! Even on time for game day!
     
  9. Horatio Weapons

    Horatio Weapons L1: Registered

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    So I decided on a whim to run through your map. I have a strange sort of love for your layout.

    Anyway, my main problem is that you didn't use colored dev textures, so everything is just white and gray.

    My next problem is the skybox. It doesn't seem to fit the TF2 theme as it is too complex and dark in my opinion. Try removing the trees and such.

    It also has a seam in the upper corner.
    [​IMG]

    The lighting is my last major concern. It's just way too red.

    Now for the minor stuff.

    1) For both spawns, the flags can be carried down the upper lever stairs and sentries can be built.
    [​IMG]
    2) Red's spawn stairs are misaligned, as is the door.
    [​IMG]
    [​IMG]
    3) It's possible to get on both Red and Blu's tower things in the lower areas
    [​IMG]
    4) This is a really weird texture to use in any circumstance.
    [​IMG]
    5) The water wheels seem to be spinning backwards. Also, they're sort of annoying to get behind, so you should clip them off a little some how.

    6) Red's main entrance door clips through the wall.
    [​IMG]
    7) Your displacements in general are awkward to walk on. Try smoothing them out.
    [​IMG]
    [​IMG]
    8) In general, your spawn doors should open a little faster.

    9) You can stand on a little bit of the area behind the waterfall kill pit.
    [​IMG]
    10) The clip next to the rocks at the bottom of the map, between the fence should be more clearly marked.

    11) The water at the bottom of the map should be a little bit shallower, in my opinion.

    I apologize for dx80 and the lightmap sizes and I hope I helped. Good luck!
     
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  10. meggle

    meggle L1: Registered

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    Thanks for your reply horatio, mostly I know all about these bugs, but I had no time fixing it. The displacements are really pissing me off, the doors will be mostly swapped for props, and that weird displacement texture you are talking about is just a reference, Im going to make 3D skybox there. I forgot about the flag filter, thank you for telling me about it. And the both towers are going to be playerclipped.

    No need to apologize, Ive been playing long time on similiar settings ;)
     
  11. Mr.Late

    Mr.Late L7: Fancy Member

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    This map looks pretty cool so far. :p

    -Sentry spot at intel under stairs is quite good. It can't always shoot though, but it is also really hard to destroy behind the stairs. You might want to add something behind the stairs to block it.
     
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  12. meggle

    meggle L1: Registered

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    Thanks Mr. Late :)
    That sentry spot was looking kinda OP when playtesting on GameDay. I guess Ill remake the whole intel rooms.
     
  13. Mould

    Mould L2: Junior Member

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    For the next version, we will be creating a new route to intel. It will lead form the watermill, to the opposite side of the stairs of the intel room. This, we feel, will give the attackers some breathing space to spam the offending overpowered sentry spot, without getting trapped in the corner. As a bonus, it will also give the lower route more play, which we didn't notice a lot of people using.

    Furthermore, we will do some bug fixes, cliiping work, and add some signs.

    Thoughts and ideas will be well recieved, and thanks for playing. =]
     
  14. Okrag

    aa Okrag Wall Staples

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    Changed the thread name.
     
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  15. {3113}

    {3113} L1: Registered

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    (my first post)I can't download this map!
     
  16. Mould

    Mould L2: Junior Member

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    Could you provide any more information? What error appears, for instance?
     
  17. Mould

    Mould L2: Junior Member

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    Download link is down for now, new version coming out for gameday (thurs 23rd aug)
     
    Last edited: Aug 21, 2012
  18. Mould

    Mould L2: Junior Member

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    Hello, I've got a problem with my VRAD compilation. This has been happening for some time, and I feel it may be the cause of crashes etc, since it's generally the only major compilation error. If this is fixed I might finally be able to proceed with this map, since I have not been able to have it tested on game days for quite some time and I'd like to get the layout finalised before I go into proper detailing, and then perhaps beta.

    Here is the error.

    FinalLightFace: 0... warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    SampleRadial: Punting, Waiting for fix
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    1...2...3...4...5...6...7...8...9...10 (43)
    FinalLightFace Done
    18 of 94 (19% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (67)
    Writing leaf ambient...done
    Ready to Finish

    I've looked on the interlopers sites, and none of the errors contributed match my error. As you can see it does not give a coordinate of the issue. If anyone can give me a hand, that is much appreciated. VMF. available on request if you believe you can help.

    Thank you very much
     
    Last edited: Aug 21, 2012
  19. JeanPaul

    JeanPaul L4: Comfortable Member

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    Ive had that error before and I am pretty sure its just a bad texture alignment/extreme texture stretching.

    It will show up ingame as a red texture, either remake the solid or try retexturing it with alt+right click alignment.