CTF_Colliery

Discussion in 'Map Factory' started by marnamai, Oct 13, 2010.

  1. marnamai

    marnamai L1: Registered

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    Hello, I've been of the tf2 scene for a long time. But started playing again since the Mann.Co update, decided I wanted to make a ctf map for tf2.

    The map is set in a colliery (a coal mine) but not in your typical red, dusty desert, I 'll be using the alpine setting. The layout will focus on the elevator building where most of the combat will take place. Both bases will be mirrored and layed around the centerpart in a U-shape.

    I might add an underground route (a mine tunnel) that connects both bases and the central elevator shaft (pit of doom)

    [​IMG] [​IMG]
     
  2. Attsy

    Attsy L3: Member

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    Why is there nodraw faces showing on the second pic?

    Also I love that interior area,looks really good already, just a little too open. Hard to tell though from the angle. I also really like the alpine coal mine theme. There's lots of nice texture choices that IMO look really good.

    One more thing, even in early stages please turn off the viewmodels using the command r_showviewmodels 0, or maybe is it r_drawviewmodels 0, either or the fill in should tell you.
     
    Last edited: Oct 13, 2010
  3. nik

    nik L12: Fabulous Member

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    yeah, your interior looks great so far
     
  4. marnamai

    marnamai L1: Registered

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    I 've got a sightline of 4096 units, from on red's exterior, through the building to blue's. I need a large prop to break it up, sadly tf2 lacks any vehicle props (with the exception of the dumptruck) a bulldozer would be fitting to break up the sightline.

    Are there TF2 themed vehicle prop packs on the net?
     
  5. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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  6. marnamai

    marnamai L1: Registered

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    hmm, nope no bulldozer :/

    [​IMG]
    ::p: obviously a placeholder
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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  8. red_flame586

    red_flame586 L7: Fancy Member

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    Wow that interior looks awesome... For your break up of cover, a single bulldozer probably wouldn't be big enough, for a couple of ideas, you could create something like what double cross did with a large pile of junk in the middle or you could create a separate building which would allow players to move up into, regroup at and reload and re-stock.
     
  9. absurdistof

    aa absurdistof

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    I like the metalwork inside but I can't really see the paths, as far as I can tell it's pretty open on the bottom with two levels or catwalks/ramparts above it. I would suggest adding something interesting to the bottom (a small building or something non-model) to try and spice it up down there.
     
  10. Prestige

    aa Prestige im not gay anymore

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    hahahah that looks pretty good for a placeholder. you got some purty good brushwork.
     
  11. Sergis

    aa Sergis L666: ])oo]v[

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    he can put a belaz in there :D that definitely wont be too small
    [​IMG]
     
  12. Bob1897

    Bob1897 L1: Registered

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  13. marnamai

    marnamai L1: Registered

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    little update
    - started on exterior
    - rotated the elevator structure
    - textured the center building

    [​IMG]

    edit:
    center building interior
    [​IMG]
    base entrance and mine tunnel entrance
    [​IMG]
    center building seen from base
    [​IMG]
     
    Last edited: Oct 19, 2010
  14. marnamai

    marnamai L1: Registered

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    Started on the underground for my TF2 ctf_colliery map
    [​IMG]
     
  15. MrTwoVideoCards

    MrTwoVideoCards L1: Registered

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    Like I said on loper's the cave stuff is looking pretty damn good. I think you should get in some variation in lighting by using both mounted industrial lights (as you currently have) and a few lanterns in specific areas.
     
  16. marnamai

    marnamai L1: Registered

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    Several things didn't turn out to play as well as they looked, decided to restart completely
    [​IMG]
    ^ is replacing the center building.
     
  17. marnamai

    marnamai L1: Registered

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