KotH Geiger

Mar 20, 2012
391
806
That door to door sightline looks fun.

Are you talking about the top tier one?

Sightlines is something I'm going to be controlling. I like tactical usage of sightline, but considering how powerful the Sniper is, it's certainly something I'm going to be focused on throughout the development process.
 
Mar 20, 2012
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Alright. Got a little bit more work done today.

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A few notes: all the textures are pretty much placeholders. I'm not a fan of dev textured cliffs, so I'll slap any ol' cliff texture on there. The lower flank on the ridge looks like a pit of death - it's going to be fenced to point where you can't walk off to your death automatically, but if a Pyro airblasts you correctly, you'll be killed.
 
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Mar 20, 2012
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Triple posting like a boss.

So, today I wanted to feel out what I wanted to do with this map aesthetically and roll out the carpet for the mood that I want to capture. I'm a big fan of the stock TF2 style: spytech bases, doomsday devices and general 60s' spy film environments.

I'm playing around with embedding the central focus area within the coastal cliff and giving it that James Bond feeling. This is all really an experiment and I'm just playing around with ideas, so it's real rough. However, I wouldn't enjoy mapping if I didn't try and roll off the rails time to time.

So, here's what I'm trying out:
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Comments and suggestions are appreciate, as always. I really want to get this downloadable and playtested in the next few days, but I want to make sure I was happy with where I was taking this first.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Really like the direction you're going with that. I love that general point shape in KOTH but haven't seen a map get it right yet. Looking forward to playing this one.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
How come nobody's mentioned air-cooled reactors? You can plop those pretty much anywhere you can get hydrogen (which is just about anywhere).

I do like this cascading-level style point though, and I am anxiously waiting to see those awesome cliffs.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
Why not do what 3Dnj did for the lake in koth_lakeside?

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The 3d skybox water here overlaps the real world geometry. All of that water is from the 3d skybox. Put a small shore near the bottom of the cliff, and the 3d skybox will do the rest. To sell it, put some objects on the horizon shrouded in magical fog so the player can't see the magical end of the 3d skybox water.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
That won't work because it looks like his water is interactive, that is. People fall into it. If you want the dead bodies to float, you'd need to use in-map water, rather than in-skybox.

Or you could do it like lakeside and just ignore the part about the water, croissant does it I think (or it was some water bug, i forget)
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
Put a small shore near the bottom of the cliff, and the 3d skybox will do the rest.

I had imagined that the player would always fall short of the water and onto the beach below. (And hopefully the beach would be solid.)


Edit: hey look its my 140th post
 
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Mar 20, 2012
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I used a decompiled Lakeside to sort of guide me into the position I am now (this is my first time with skybox cameras). Frozen is right in the context that people fall into my water (so thus, it needs a bit more distance to not look terrible when submerged).

The water in lakeside occurs outside the bounds of play and is very short in comparison to the 3D skybox water (as rehtona noted).

I'll play around with a bit more. Perhaps Le Swordfish might give me a tip or two on how he got the water in atoll to sync up nicely.
 

tyler

aa
Sep 11, 2013
5,102
4,621
He didn't get them to meet up very well, actually, and also disguised the point where they meet with a couple props.
 
Mar 20, 2012
391
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I just checked croissant. Arnold put a wooden fence up in the water that hides the transition.

Alright, well. A tsunami wall for now I suppose. I'll play around and see what else I can do after the contest.
 
Mar 20, 2012
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Alright, the download is up! The map should be all set for its first gameday.

Here's a few pictures to get an idea of where the map is going in the meantime!

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(Lighting is awful, but hey - at least it's playable now!)