ctf_ruralfarm

Discussion in 'Map Factory' started by Batandy, Oct 16, 2010.

  1. Batandy

    Batandy L3: Member

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    Hello,
    this is one of my first Tf2 maps.I'm doing my best to make it look like the official ones.I'm currently working on the two farms design,and i'm working on the main building.
    The battlefield is sniper friendly,but it has many walls that can be used as cover.
    The base has 3 entraces : the main one,the garage's entrace and the sniper window for soldiers that rocket jump.
    Hope you like it.probably in 1 week i'll complete it.
     
    Last edited: Oct 19, 2010
  2. Kronack

    Kronack L2: Junior Member

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    Remember to type

    cl_drawhud 0
    r_drawviewmodel 0

    in the console before taking screenshots
     
  3. Batandy

    Batandy L3: Member

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    mmmh ok i'll do it next time
     
  4. red_flame586

    red_flame586 L7: Fancy Member

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    Some of the displacements look very expensive, and also a bit jagged is some places. For better optimisation, you should turn down the power a bit and instead cut the brushes, then sew them. (Sorry if you did do that)
    Secondly, the outdoors look a bit to open, you should probably work on that a bit
    You also have a few texture problems with two parts of the ceiling in screenshot two not lining up, remember to fix that for release
    Finally, it's often a better idea to block out your map in dev or basic textures and fewer props before detailing to much, as if you have a large problem with your layout, it's much easier to move un-detailed work around and you won't have wasted as much time if you have to delete something.

    Apart from that, the map looks pretty good, maybe a bit dark at places, but not to bad.
     
  5. Batandy

    Batandy L3: Member

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    thanks.yeah i'm working on some brush optimizations just now.
    Also about the dev texture,let's say that i've got a method of having everything ready in my head,so it will not be a problem for me.
    Also thanks i didn't notice the texture problem on the ceiling, thanks i've fixed it
     
  6. Batandy

    Batandy L3: Member

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    Well here's an update : i'm doing red's respawn room
    [​IMG]
    And these are the stairs that bring you to the respawn / sniper's deck
    [​IMG]
     
  7. red_flame586

    red_flame586 L7: Fancy Member

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    When detailing, a large amount of repetition doesn't look very good. Remember that tf2 is based on mercenaries, none of whom would probably care that the barrels are stacked up in a perfect pyramid, or that there are nice perfectly symmetrical piles of hey on the floor. When looking at valves maps you can see, that if the place was real, everything would have been done in the easiest way, i.e. barrels stacked up messily in a corner, or behind a chicken wire screen. Also, floor props generally only go around the outside of the room, as if it has been just swept to the side for the time being as not to try and trip up the players. When building your maps, you need to ask your self, how would this be done/ how would this appear if this was real, and then try and mimic that as closely as possible.

    Also, the second screen looks good, just remember to patch up the hole in the floor so players don't get caught.
     
  8. Batandy

    Batandy L3: Member

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    thanks for your comment.
    By thinking of it, yes you are right.Maybe today i will correct it.
    Also for the hole, do not worry, i've tested it and it doesn't even needs a player clip.the player doesn't get stuck ;D
    Also yesterday i've added more props to the respawn, wait for a screen
     
  9. Huckle

    Huckle L4: Comfortable Member

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    I'd say that you also need to add a bit more lighting. While I know that Halloween is supposed to be dark and moody, there is simply no excuse for making it too dark for good gameplay. To check out your lighting in-game, run around in third person mode (sv_cheats 1 and cl_thirdperson I think, otherwise just write "find third" and it'll come up).

    Imagine trying to hunt down a dead ringer spy, that's where you need to set the lowest light level. After you've set up the neutral white-ish background lighting for a room, then you can use yellow lights near your candles and pumpkins for decoration.

    Open up harvest in-game and look at the player areas, they're actually pretty lit up. Save darkness and shadows for detail areas near the playing field.
     
  10. Batandy

    Batandy L3: Member

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    well after a playtest,the light is just fine.i'm making everything to avoid dark places ;D
    And i want to keep my style :an abbandoned farm re-used by the red to make another fortress,so it's essential to have no ordinary lights
     
  11. Batandy

    Batandy L3: Member

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    Okay here's an update!
    I've changed the Respawn room a bit.
    [​IMG]
    I've also tested the lights on the characters
    [​IMG]
     
  12. Lancey

    aa Lancey Currently On: ?????

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    That's a lot of hay.
     
  13. Batandy

    Batandy L3: Member

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    yeah , it's a farm ;D
     
  14. Kronack

    Kronack L2: Junior Member

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    Oh god, I laughed out loud at how drastic the difference with the barrels is. Not in a bad way, just how it went from a neat and tidy stack to a haphazard vertical pile. I'd mess around with the barrels a bit more. It looks good to me, but I don't think gravity would allow such a stack of barrels to exist.
     
  15. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    its ok, the way they clip into each other will hold them up!

    and too much hay: hay tends to be fairly sparse, actually, either growing, or in bundles and bales. Occasional piles. Hay on the floor would be occasional stalks, like any other kind of litter. that much would just go off.
     
  16. Batandy

    Batandy L3: Member

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    Nah it's just fine to me,since it's like an abbandoned farm,and it does a great effect with the lights
     
  17. Batandy

    Batandy L3: Member

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    doing a test tonight,if everything goes well i'll release an early alpha
     
  18. Batandy

    Batandy L3: Member

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    Ok 've released a beta,tell me what do you think about it.The next update of this map will be when artpass YM will be included in the source.i will add more models and things from YM's miracolous map.
     
  19. Kronack

    Kronack L2: Junior Member

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    Did a quick run through.

    I've never went about making a ctf map myself, so I'm speaking from limited experience.

    Blu and Reds bases just seem too small and incredibly cramped. On the other hand, the middle of the map seems a bit too big.

    [​IMG]
    Also, need to fix this door

    [​IMG]

    And I can understand wanting proper props to go with your lighting, but that prop being there doesn't really make any sense, I'm sure there is a much better from for the setting than that. Like the hanging light bulb or something.
     
  20. Batandy

    Batandy L3: Member

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    Thanks ,i will fix that bug,also for the light,i guess you're right.Maybe i'll change it to some more fitting light.
    About the map itself well,i've fixed the issues with ctf maps like 2fort :
    2fort has too much sniper battles,it's impossible to play sniper without getting counter-sniped,my map has a tree that blocks the visual : you can't shoot to the other window unless you crouch and go to the side.The battlefield in 2fort is too small and without escape ways, mine is like the one in sawmill,it let's you change strategyand take different ways.About the bases mine it's like turbine : short and efficient : 2fort has got too long halwaysand rooms,turbine has got only an hallway and 3 alternate ways, my map is much like it