CP GrandCanyon

Discussion in 'Map Factory' started by Tarry H Sruman, Aug 22, 2011.

  1. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    A multi-stage attack/defend map in the vein of Dustbowl or Gorge with multiple stages. Currently a heavy WIP, only the alpha version of the first stage is completed. I plan on waiting for a gameday before I continue on to the next stage.

    The first stage of the map is built on a cliff alongside a large canyon. After capturing the Red base in the first stage, Blu has to attack a base on the opposite side of the canyon via a large rail bridge (not implemented yet).

    More info to come as I get further into development, but feel free to run around in it and give tips.
     
    Last edited: Sep 4, 2011
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    You have some bad lighting and shadows in the third picture, did you happen to carve a 32-sided cylinder into those walls? Other than that, it looks a bit overscaled but should play fine.
     
  3. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    The pipes are 32-sided cylinders. The lighting is just point lights for now, but I have noticed that the shadows dont work properly on the pipes. The first pipe looks perfect but the second and especially the third look really bad, as you can see in the screenshot.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    Instead of doing that make four trapezoidal brushes enclosing a square area, make all the outward facing faces displacements and then subdivide
     
  5. Pocket

    aa Pocket func_croc

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    That only works if he doesn't mind the end walls being warped. 2fort uses standard arch-based walls and it looks fine; there's probably some other reason for this. Off the top of my head:
    • Visleaf cutting inside the tunnel for some reason
    • Lightmap scale being bigger than the segments
    • General weirdness caused by using Carve instead of arch brushes
    Visleaves can be checked using Map -> Load Portal File in Hammer. Lightmaps can be checked using the dropdown in the top-left of the 3D viewport. And if you used Carve, delete those cylinders and build new ones using the arch brush type (make a 360-degree arch at least big enough around to overlap the straight walls, then use the clipping tool to trim off the excess).
     
  6. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Replacing the carved tubes with arch brushes worked, but the lighting wierdness only happened on two of the three pipes. Odd, but fixed now. that will be in the next version once I get some gameplay testing done.
     
  7. Sergis

    aa Sergis L666: ])oo]v[

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    where's the canyon?
     
  8. Wilson

    aa Wilson Burial by Sleep

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    On his well deserved coffee break.
     
  9. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    It's just an edge with a death trigger at the bottom, but once I continue the map the first stage runs alongside a canyon and the second stage takes place on a bridge over said canyon.