cp_underground - A fully below-the-surface map

Discussion in 'Mapping Questions & Discussion' started by Woozlez, Jul 28, 2010.

  1. Woozlez

    Woozlez L3: Member

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    I have currently only made the blue spawn area - I have more progress than the screenshots and the .vmf shows, but I'm currently working on making another version I'm proud of - Will post the current version always here:

    http://www.mediafire.com/?kgaalqver6kxiai

    In these screenshots, I did not bother making the official skybox yet and just added the true scale props outside the top displacement. Also, the cubemaps are not activated in these screenshots (but they can be in the .vmf of course).

    [​IMG]
    I had to add glow in Paint.net for you to be able to see the wall
    [​IMG]
    Players can get up on top of the fort as the demoman but I added player clip at the edges of the displacements
    [​IMG]
    [​IMG]
    Blu Industries lighting, I have added spotlights to the bulbs here in the next release
    [​IMG]
    Another view of the front
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    The hole - I need to move the light effect a bit closer to the corner
    [​IMG]
    View of the top

    Send me .vmf files with anything you want to add to this level - Either make it separate (All of the displacements are 320x320x8 (blendrockgroundwall003 for Walls/Ceiling with invert alpha - blendrockgroundwall004 for floors) - Any tips to make easier-to-use displacements, please comment) or add onto the .vmf ^^^ (Some ideas are to either add an upper level to the blue fort, another tunnel out of the area, an area built off of the big blue hallway (Doesn't have to be at the end of the hallway), or a start to the red fort - Do not work on the area under the bridge if you want to collaborate, I'm currently working on that area) - Your name will go onto the credits if you decide to collaborate

    All help is very much appreciated!
     
    Last edited: Jul 28, 2010
  2. sniprpenguin

    sniprpenguin L6: Sharp Member

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    Looks like you've gotten a good start. But allow me to offer two pieces of advice:

    1. Do it yourself. You'll become a better mapper from such.

    2. Sketch out the layout of the map. Doesn't have to be anything fancy, just some boxes showing all of what you typed out in super-huge font there.

    Good luck!
     
  3. Woozlez

    Woozlez L3: Member

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    Screenshots of the inside:

    [​IMG]
    [​IMG]
    [​IMG]
    Ignore the light down there, I fixed that
    [​IMG]
     
  4. Boylee

    aa Boylee pew pew pew

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    This corridor is very looooooong. Maybe put a couple of bends in it, or put some props in to break up the site line and add some interest.

    Also I'd advise that you layout the map without details or textures to start with (just use dev textures, the ones you see in orange maps). Once you have the whole thing laid out then you can playtest it and see if the layout works. If it doesn't it won't be a hassle to change as you won't have to move a ton of detailing around. Then, once the layout is sound start detailing an texturing. ;)
     
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    Last edited: Jul 28, 2010
  5. nik

    nik L12: Fabulous Member

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    What did you use for the volumetric lighting?
     
  6. Woozlez

    Woozlez L3: Member

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    Whosawhatsit now?

    I'm completely new to tf2 mapping guys, I really need your help with lighting, area portal/hint location, soundscape, shadows, reflections (I know how to do cubemaps at least), etc... I know how to model in blender but do not know how to do anything above meshes (No nurbs, textures, etc...)
     
    Last edited: Jul 28, 2010
  7. soylent robot

    soylent robot L7: Fancy Member

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    all your pictures seem to have vanished D:

    well, giving the wiki a good going over is not a bad idea.
    grab the ultimate mappy pack thing cos it is full of useful stuff and greatly helps new mappers to tf2 (i should know, it helped me). its got preset lighting and suchlike that you can tweak to your heart's content
    as for modelling, i do mine in 3ds max, no idea about blender im afraid

    cubemaps however isdead easy
    make a little block that is 64 hammer units high and texture it with skip, then put the cubemap entity above it. copypasta the block with the cubemap all over the flat ground surfaces in your map (the bits players will walk on) so you get an even cover of about 100 units between each. exactness is not important
    when you compile your map and want to release it, put all this stuff into the console in tf2 one at a time
    map [your map name here]
    sv_cheats 1
    ma_specular 0
    buildcubemaps
    mat_specular 1
    disconnect
    mat_reloadallmaterials
    sv_cheats 0
    and that does the cubemap voodoo to your map file
     
  8. ForbiddenDonut

    aa ForbiddenDonut

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    At first I was excited, because I thought Woozlez had made a thread about the map he's presenting in the WIP thread.

    And then I realized: soylent robot is a necromancer. :(
     
  9. soylent robot

    soylent robot L7: Fancy Member

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    i should probably stay off the internet when i'm drinking
     
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  10. Woozlez

    Woozlez L3: Member

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    Ya silly goose.

    I had to get in some mapping practice before I could come back to making a tf2 map.

    But yes, even back two years ago I had a .txt file with


    If you're so interested, this is all I could do back then:
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    [​IMG]

    My brain was nowhere near comprehending what I'm able to now.
     
    Last edited: Apr 25, 2012
  11. ForbiddenDonut

    aa ForbiddenDonut

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    Any idea when you might be updating this thread or creating a new thread on your current underground map, Woozlez? I am very interested in seeing more progress on it.
     
  12. Woozlez

    Woozlez L3: Member

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    In due time. I still want to be able to get basic level design perfected so that it's not just pretty but plays well.
     
  13. soylent robot

    soylent robot L7: Fancy Member

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    make a thread! we help with that stuff too