[contest entry] pl_flint

Discussion in 'WIP (Work in Progress)' started by grazr, Nov 21, 2008.

  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    [​IMG]

    Some hammer shots of the first section of my contest map, the part after is partly constructed and i'm gonna throw out some dev textured layout to save me wasting time and all that. I just wanted to get the cave contrsucted and looking right. Though i have yet to compile it, hence the hammer shots.

    Kinda just confirming my entry and choring the name.

    I'm thinking of having a series of caves for each point but i'm not sure?

    Not much to say.. i havn't touched hammer in weeks :( hopefully i don't have too much uni work over x-mas..
     
  2. YM

    aa YM LVL100 YM

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    /cheers for another nicely dustbowl looking map :D
     
  3. Blindfate

    Blindfate L1: Registered

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    looks good :)
     
  4. laghlagh

    laghlagh L6: Sharp Member

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    For some reason this map name makes me laugh. it's looking good.
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    When you figure it out could you let me know? Because i thought the name was quite good! :/
     
  6. laghlagh

    laghlagh L6: Sharp Member

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    I think I just found out.
    [​IMG]
    Honestly though, it's a nice name.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Yea, i should have seen that one coming, ha ha.
     
  8. Galago

    Galago L2: Junior Member

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    Cool. Can we see some in-game screenshots?
     
  9. YM

    aa YM LVL100 YM

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    This is grazr, he doesn't know the meaning of ingame screenshots :lol:
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Har har.
     
  11. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    Style looks great, you've got the mining theme down!

    If I was to suggest anything, try adding wooden support beams inside the large caverns to complete the look. Ceiling is a little bare as is.
     
  12. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I realise the ceiling is quite bare, but i've left it as rock so really it should be able to support itself. there is a hole in the cave at the far end however that lets in light and some "atmosphere" i suppose.

    [​IMG]

    Yea, i have a habit of not compiling untill i have a full layout. I'm also inspired by every block i lay so it's hard to just dev things out, ha ha.

    Ingame shots may be a while as a lot of this is inside.. and i'll need to get the lighting basically spot on.
     
  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Wow, so i'm somewhat at a loss with this. The compiler isn't creating a bsp and i have no idea why. The bold text sticks out, but the interlopers error checker comes up with nothing.

     
  14. YM

    aa YM LVL100 YM

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    I'd suggest using the goto co-ordinates function with "-625.00 1024.00 128.00" and see whats going on there.
    I suspect you've accidentally managed to get two displacement points in exactly the same xyz location, which causes it to die. Unfortunately there is no way to separate them without badly effecting the displacment so you might just be better off destroying it and rebuilding it.
     
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  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Ah, found it. Yes, it was two disp' vertices overlapping. Thought i had gotten away with that, but i guess with so many disp' i was bound to do it atleast once.
     
  16. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    [​IMG]
    [​IMG]

    So far i have the first area at a reasonable combat size, though i imagine it might get crowded with full on teams. Perhaps this might be the oppotunity to create a smaller scale payload map.. but i dunno.

    Here's the first area, but i think it needs to be a little more as it's rather linear and predictable.

    [​IMG]

    This is how i intend to improve some originality and scenario easthetics as the first area should be just as impressive as the last.

    Pink X: Spawn
    Pink arrows: Current spawn exits
    Dark blue: Barrier traversable by scout, demo, soldier.
    Lighter blue: Proposed spawn exits
    Red X: Major choke points
    Red scribbles: control points
    Red line: Proposed track extension
    Green walls: Proposed area extension

    Currently the left exit provides a good alternative exit far from the main attention and bomb but too much of a short cut to the first control point. A dilema, do i keep the flanking oppotunity to make the first area easier to fight through? Also, i really don't want people to be walking for ages in a tunnel to take advantage of the third spawn exit. 2 exits would be too easily locked down. Heck i've seen the 3 dustbowl exits locked down to the point where noone could even look out them let alone exit.

    Anyway. The problem is that the distance between the start and first cp is already the longest and passes 2 choke points and a combat area and is placed within the third chokepoint. Baring in mind this does happen in a fairly small space overall. There is no space to put the first cp other than in the building it passes through in the first area which imo is a little too early on the track. (Currently it equals the first cap on badwater). The only space to bring the cp forwards is into the first chokepoint, which is a building incredibly susceptable to assault. There is no other space between there and the cp worth putting it.

    I cannot move the second cp as it is close to the defenders spawn and is a short distance (as like in badwater) that will trigger events such as bringing forward/back spawns; which is also the case in badwater (I'm actually trying not to copy it too much, it has just worked out this way). A decisive half in the gameplay.

    I'm not sure what you guys have to say on the matter as this space needs to be improved but doing so requires a lot of rework. (which i don't wanna be doing yet since the explosion area isn't formed yet).

    I'm going to produce a top down view of the track and provide schematics for you to all ponder over, any recommendations will be welcome.
     
  17. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    It's hard to see much past the first area from the view you've posted, but considering this is a pl map, I'd put the first cp right in between the first two choke-points. I think your proposed first cp is waaay too far from the spawn, unless your planning on ratcheting up the initial clock time. How many cps do you plan to have? It's not multi-staged correct, just single staged?

    And I think you actually have provided ample space the way it is. I mean it depends on how open you feel the map should be, but generally, providing teams 2-3 alternate routes to a point is more than enough, and I'd say you've done that.
     
  18. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    [​IMG]

    I've made a few significant changes, lengthened the total track by the area in grey dev; as the point around the second cp is particularly compact. An area of which will be modified greatly (Looking at it i think i'll add a second exit to the grey dev area from the last defenders spawn. I'll probably need to add in an extra cp near there to cut them off to and stop them from flanking from behind.

    You can assume most of the drawings, if you can't then just ask and i'll say.. But the number one means on capture of first cp one way gates open/initiate.

    Now that the layouts pretty much complete (once i've built the green) i'll sort out the payload and release an alpha probably by 17th. But it really will be sparce as i have deadlines to sort out and i'm away for a lot of time out of town.
     
  19. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Wow, ok i just realised i got 2 weeks to do a 2,500 word essay and another graphics project where i need to author "something", excluding days spent with family.

    Ffs. There's no way i'm gonna get anything past an alpha 1 out for this and it wont even be tested by release.

    I really thought i had so much more time.

    The layouts 100% done but the payload isn't set up, nor the doors etc. Plus there will be loads of gaps in the walls.

    I really thought i'd actually be able to do a competition finally.

    I think after this i'm gonna have to dissappear from the community untill summer because this is effecting my grades and i'm not even able to do anything substancial with the time i put into mapping. Atleast not a competition.

    &*%&£*(.
     
  20. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    http://forums.tf2maps.net/blog.php?b=154

    I should really be doing uni work.. /sigh.

    I'll get the path completed and hopefully doors etc done by new years ready for a paly test. Then i can fix a few things and release it for the deadline moderately completed.