ctf_2dam_good

Discussion in 'WIP (Work in Progress)' started by fartron, Feb 7, 2008.

  1. fartron

    fartron L1: Registered

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    After my initial attempts were dismissed for Use of Orange, and despite my fervent defense of the dev textures, I decided to give a fancier looking version of my map a shot. Here's the work so far.. lighting is in flux, and the blue base is non-existent, but I like what I have so far. These shots are of the midfield.

    [​IMG] [​IMG] [​IMG]

    I'm making heavy use of displacements and I've been experimenting with how best to optimize the space, moving brushes behind them, but I'm not sure I improved it any.

    I've been working out of order, filling in details before moving on, as a method of learning some of the new tools. Although it's a learning project, I really like the layout, and I plan on releasing it if/when I finish.
     
  2. Voztron

    Voztron L2: Junior Member

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    Looking Good. I still see dev textures in that last screen :p
    Keep it up, I hope you release this. Do you have a layout?
     
  3. fartron

    fartron L1: Registered

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    I didn't have, because I'd done all my designing in a couple of sketchbooks. But I warmed up paint.net, and drew this up. It actually helped me think out a couple of problems, but some parts are still rough. This is half the map, other side is mirrored.

    [​IMG]

    I'm trying to play with height, and it's hard to show that in 2d. Red arrows show routes that require double jumps or rocket jumps, green arrows show normal routes that may not be obvious in the drawing. Well, these things are always a little confusing.
     
  4. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Most impressive. I'm curious, what are those dev squares in the second pic going to be? As for optimization- http://tf2maps.net/showthread.php?t=359 I've been using that guide forever and a day. If you're having trouble with the vertical aspects, trying adding a 3d skybox. I find that usually helps put things in perspective.
     
  5. fartron

    fartron L1: Registered

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    Those dev squares are like stepping stones across the water. Only you have to hop, so they're like hopping stones.. They're in flux a lot as I work out their size and spacing, and I haven't figured out what they'll look like yet. They lead out to a small platform in the middle of the water, and then circle back toward the other base's entrance. The third screenshot is from the middle platform, which you can see in the back of the second shot, and shows the stepping stones in the foreground.

    I'm arranging the squares so that a scout can take the whole thing in a few leaps, while a heavy would have to take careful little hops to keep from falling in. You can climb out of the water onto any of the platforms, or at the ends of the dam by the base exits, so falling only slows you down a little bit.

    That's a great optimization guide. I learned a lot of that stuff years ago, but never from such a well written resource that explained so well what was happening technically. I still have a little trouble with area portals and hints, and figuring out how I should break up the space behind especially lumpy displacements, but nothing show stopping.
     
  6. YM

    aa YM LVL100 YM

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    Please please tell me there is an 'alternative' water and jumping free route!

    Also - the first screenshot - You need to seriously bump up the scale of the texture on that displacement as it doesn't tile vertically, only horizontally.
     
  7. Voztron

    Voztron L2: Junior Member

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    Thanks for the layout. Looks like this is going to be a good one.
     
  8. fartron

    fartron L1: Registered

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    Yeah, that displacement is still under construction.. I doubled the scale on it since that shot, and I may tweak it some more.

    There are three basic routes between the bases.. the most direct is across the top of the dam, but it is also the most vulnerable. Above it is the cliff path, which can be dropped down to from the roof, or double-jumped to from the battlements. Getting back to either roof from the cliff path requires a double-jump or rocket/grenade jump.

    The water path requires careful hopping, but is largely out of view of the cliff. Between the cliff path and the dam is a drop down to canyon floor, and the only ways up are two very shallow, invisible staircases. I'm working this out, and may or may not include them in the final map, probably make an overlay of a ladder for them if do. You can see one in the second shot, as a narrow shadow running up the front of the dam.

    I don't know how clear a description that is; it mainly makes sense to me because I can already picture it. Anything that's not clear between that and the layout will just have to wait until I can make a video or something.
     
  9. Voztron

    Voztron L2: Junior Member

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    Fake ladders dont really suit the TF2 theme, character models look out of place sliding up walls.
     
  10. fartron

    fartron L1: Registered

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    We'll see about the ladders. I've got an idea for a displacement slope back to the top of the dam if they don't work out. Personally, I don't think the TF2 ladders look any worse than ladders have looked since first person shooters started. I'm going to be paying careful attention to them though, and making a decision before I finish.

    Here's an overhead shot of the trainyard, showing the routes up to the second floor of the base.

    [​IMG]

    And here's an isometric view of the same:
    [​IMG]

    Not finalized, lighting is temporary, etc. The office section will attach to that blank wall at the back of the second shot, with windows looking out onto the catwalk.
     
  11. YM

    aa YM LVL100 YM

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    Looks good, but get rid of half those bollards. seriosuly there are way too many.
     
  12. Voztron

    Voztron L2: Junior Member

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    I agree. Halve the ammount of bollards, there are too many and they could get annoying during gameplay. I like the layout of that room, nice work with the props.
     
  13. Haas

    Haas Guest

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    The ground of the rails is concrete make this dirt trains don't drive on concrete!
    For the rest remove some pillars because you bump into them.
    But it still looks good :p
     
    Last edited by a moderator: Feb 18, 2008
  14. fartron

    fartron L1: Registered

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    I had to look up bollards. You crazy brits, with words for everything! I took some of them out, and it looks better. I had wanted them to be a little annoying, but I like it better with half the number; leaves more of an impression of them being there without overwhelming the scene.

    I also tried replacing all those kegs stacked up on the flatbed with the cement pipe model, but when the pipe is on its side, you notice that you can't shoot through the middle much more quickly, and it makes it a little wonky. I'm going to keep trying different cargo-ish models, and go back to the kegs if nothing else works as well. I tried making brushwork crates, but they didn't turn out so nice.

    Oh, and also that cement texture is the same one the trains run on in Well that comes with tracks on it, and this is meant to be an indoor trainyard. I might play with the train track overlay on some dirt textures to see how it looks though.