ctf_crusade

Discussion in 'WIP (Work in Progress)' started by Open Blade, Jun 26, 2008.

  1. Open Blade

    Open Blade L7: Fancy Member

    Messages:
    439
    Positive Ratings:
    34
    Not sure about the name but I like the sound of it. Here are some pics of the extremely early stages of this small linear ctf map. I guess you could say it will be similar to a 2fort style. I only have the middle area started, none of the bases yet. But, there will be a lower way into the base and you will have to go upstairs to docs. The spawn areas will be lower level also. If you leave via the lower level, you will come out to a small courtyard with stairs up to the main field. You can duck and dodge through the pillars and cliffs as you return to your side. If you leave via the top level where the docs are, the shortest way back will be via the corridor that goes over the field. There are middle area with solid walls to stop for health if you are taking fire.

    Anyway, here are some very basic early pics of it so far.

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
  2. Psy

    aa Psy The Imp Queen

    Messages:
    1,705
    Positive Ratings:
    1,467
    Looks great! Might want to add some metal sheets to the side of the wooden beams to provide cover. ;)
     
  3. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    294
    Yeah, looks cool.

    I see in the 3rd pic you are having an issue that cropped up on me yesterday. The checkerboard on the ground.
    Doesn't look like you are using displacements yet, I am.
    But you are using an alpha blend, I'm using alpha blend with rocks instead of grass.
    I have sky box with hydro sky, light_env, cubemaps (default as I still get the map not in -game dir error when building cubemaps. But the default cube map works on sniper scope, etc...
    I have used that grass blend in another map and never saw this before. I didn't think ground like dirt would have specular mapping, could it be the alpha?
     
  4. /\rch /\ngel

    /\rch /\ngel L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Looks good. I see potential
     
  5. Open Blade

    Open Blade L7: Fancy Member

    Messages:
    439
    Positive Ratings:
    34
    The checkers are supposed to be there, that's how the texture is. I've seen it before on a few maps. I only placed that there temp. It's going to be normal dirt/grass with no checkers.
     
  6. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    294
    That can't be right, why would they want it to look like that?

    Obviously the maps you saw it in did something wrong or there is something wrong with the material file, like it has a specularity line or something. Isn't that the same tex in your other shots? Or is that a different grass tex?

    It's like the glowing specular truck tires in some maps. They aren't like that in all maps or Valve maps or in my map. Something is wrong, the author just didn't figure out what it was and released.
     
  7. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    No, that single material literally doesn't work right. You have to replace it.
     
  8. Open Blade

    Open Blade L7: Fancy Member

    Messages:
    439
    Positive Ratings:
    34
    For real? Where would I go to get the replacement file? I'm sure it's a stock valve texture because I have not installed any custom textures. It's the blend texture that says 30,000 on the thumbnail. I'm not going to leave it like that but I have seen it before. It was on one of the first custom maps for TF2. Can't remember the name but it was basically a field with some cliff dicplacemtns and like 3 capture points. Spawn room was very basic and you had to jump off a deck. Anyway, thanks.
     
  9. TotalMark

    TotalMark L6: Sharp Member

    Messages:
    331
    Positive Ratings:
    40
    I've always been scared of that texture before, obviously it was one of those things Valve included but we have no ability to properly use.

    Just find a replacement.
     
  10. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    294
    hmmm, seems like we could just fix the material file so we'd have the same base. I might look into it if I have time. Would still require making sure the material file was included in map, would most likely need renamed.