forbidden planet

Discussion in 'Map Factory' started by Colt Seavers, Jan 7, 2010.

  1. Colt Seavers

    Colt Seavers L6: Sharp Member

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    This is my first attempt at making anything larger than a ctf map.

    cp_forbiddenplanet is a 3 stage CP map. It's at alpha 2 - although i started it less than a week ago, i managed to playtest an early layout. This layout is far from final - needs work - but I'm hoping playtesting will be the best way of deciding on direction.

    [​IMG]

    A multi-staged CP, this 60s sci-fi soaked map is being made primarily for my own entertainment.

    Features 3 distinct stages:

    1) Planetside - stark and unbearably hot, Blue Team have just touched down on Red's Forbidden Planet. Blue must make their way overground

    2) The Descent - claustrophobic subterranean battlefield.

    3) Red's main base. The reason everyone is on this menacing planet at all. Now Blue must take over and gain control of the planets one extremely valuable resource - Muzac! The stuff grows in tiny pockets all over this place!!!!

    Here's a few screenies. Obviously 1) The lighting is Alpha ;) 2) There are no displacements yet - so expect VERY blocky mountains - once layout is decided, i'll get on displacing stuff - along with propping etc. 3) The amount of barrels is temp. I'm using them to adjust the field of play - something more permenant will replace them for beta releases.
     
    Last edited: Jan 10, 2010
  2. tovilovan

    tovilovan L6: Sharp Member

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    Wow, the indoor areas look reeeeally nice! The outdoor pictures look a bit empty and unineresting, but with some displacementwork they should be ok. Looks really nice, I'll try to get in and make a quick runthrough once I get home later tonight.
     
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  3. Nutomic

    Nutomic L11: Posh Member

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    The inside areas look a bit large, but playtest will show.

    And you have too much spotlights imho, especially as they are all white.

    You have some strange brushwork (the rocks), i hope you will be taking models for these :D

    Looking good.
     
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  4. Colt Seavers

    Colt Seavers L6: Sharp Member

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    Yeah - I have concerns over the size of the main room. As you say, playtest will tell.

    Here's how the outside 'should' look (if you were closer to the mountains....)

    Next step for me (well, alongside massive changes in all likelihood) is making the textures and models.

    [​IMG]
     
  5. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    Yummy Indoors, but you can't really have that lighting for outside too, especially during daytime, the bright white spotlights look weird and unrealistic..
     
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  6. Colt Seavers

    Colt Seavers L6: Sharp Member

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    Thanks for the feedback guys 8) Much appreciated.

    Dr Rockzo - many thanks - that's just the pointer I needed. There is a fault with a2 ( 2nd CP 1st stage - an embarassin mess that triggers cap x3 and a flosting CP prop (16 off ground :( - all a result of over tired mapping (was a 24 hour session) - so I'm going to spend today sorting out the lighting environment propper and get a3 out. I think I may have to go for dark - outside - not sure. I've tried weird planetary atmospheres - with colour fog and stuff - and I have learnt I need more expertise to tweak these to look anything like acceptable. I have to say, whilst i've spent every day at it, i've only been mapping for a couple of months and it's the finer details like lighting that I am now trying to learn in more depth.
     
    Last edited: Jan 8, 2010
  7. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    The indoors looks great, but they are looking very busy. :p
     
  8. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    I can't wait to see this with Velvets Space Skybox, I'm also really loving the doorways to the left on your main picture in your post, it's all very Extra Terrestrial. Hopefully you go the whole Valve way and add some crazy massive Rocket somewhere too.
     
  9. Colt Seavers

    Colt Seavers L6: Sharp Member

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    ok, a3 is up and ready :) I've not put Velvets skybox in - I tried it - it indeed looks ace - but it looks too 'real space' for the theme i have in mind. A friend (Boylee) has offered to build me one to order - and I found it hard to resist :)

    The lights....are something i need to spend propper time on - now it's night, it looks alot better, but stuff like cone size etc, i'm going to wait until I have propper displacements in there.

    Re Rockets - Aye :) There will be one - but there will also be a huge UFO, if blender behaves.... as well as a couple of smaller UFO's in the air - although I am rtempted to hang them by visible string :)

    For now, A3 concentrates on changes concerning gameplay, layout etc....oh, and looks a little prettier :) I'll get some new screenies up when I get a mo.
     
  10. Colt Seavers

    Colt Seavers L6: Sharp Member

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    screenies of a3

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  11. Colt Seavers

    Colt Seavers L6: Sharp Member

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    Map abandoned after disastrous play test. Beyond salvage in my opinion. Lessons learned :) Thanks for playing.
     
  12. Ravidge

    aa Ravidge Grand Vizier

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    If you say so. Well, good luck with your other projects.
     
  13. Trotim

    aa Trotim

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    Good choice. Sometimes it's easier to just start from scratch again. Looking forward to your next map :3
     
  14. Colt Seavers

    Colt Seavers L6: Sharp Member

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    Cheers - aye, to be honest, it started as stage 3, and me trying to copy a scene from a film....not ideal :p Cutting losses as the map even annoyed me :p <<< not good when you made it :)