BWCell rc1

(Dodgeball) Smack that contrast button

  1. Frosty Scales

    aa Frosty Scales

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    BWCell - (Dodgeball) Smack that contrast button

    A dodgeball map with tons of contrast and stuff like that. Made for winter 72hr. Jam.

    Definitely still have a lot of work to do on this one later on.


     
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  2. zahndah

    aa zahndah professional letter

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    This is SO COOL. Am i meant to die when i fall down into the pit or would that be done with the tfdb plugin?
     
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  3. Frosty Scales

    aa Frosty Scales

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    yet another thing i forgot to do, along with actually adding the arena entity. hotfixed soon[tm]
     
  4. Frosty Scales

    aa Frosty Scales

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  5. DrLambda

    aa DrLambda L69: Teeheehee, Member

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    Interesting! When my first plan for the 72h contest fell apart, i drew up a quick concept that was actually supposed to also use mostly black and white texture work, inspired by Film Noir/the Sin City comics. I didn't have the time to finish it (or rather, iterate on the gameplay enough to make it fun) but it's interesting that there almost would've been two "gimmicky" maps with such a similar idea.
     
  6. Infomaniac

    Infomaniac L6: Sharp Member

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    This reminds me alot of Afraid of Monsters.
     
  7. zahndah

    aa zahndah professional letter

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    This map isnt black and white textures, it changes the contrast value in your tf2. This means it makes things like flame particles and rockets have contrasts way turned up too. Its super neato but when i tried it out it made my computer fan go pretty mad.
     
  8. Frosty Scales

    aa Frosty Scales

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    the map is black and white textures as well on top of color correction, because otherwise players with color correction off would have a massive advantage. so i did indeed run all the TF2 textures i used through gimp for this.
     
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  9. Micnax

    aa Micnax I maek map

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    [​IMG]
     
  10. Frosty Scales

    aa Frosty Scales

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    Changelog:
    • Fixed exploit where you could get in and under the cell-shaded cubes on top of the towers
    • Completely redid the layout of the map, added outer platforms and removed the bottom ones
    • Made horizontal platforms which have a 50/50 chance of appearing on round start and allow for crossing onto the other team's area
    • Changed where the rockets spawn
    • Added a few details, like a func_dustmotes in the center
    • Changed the style of the ceiling

    Read the rest of this update entry...