***Mini Mapping Contest #6 - Spawnroom***

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Do you want us to put a tf2maps.net overlay in the spawnroom somewhere?
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Yeah or make a GIANT poster :D
I like the view mort, I'm gonna slam some windows in my roof too =)
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
Since we are posting WIP, here's a screenshot of my submission. Its only of the second floor, needs more detailing for the empty walls, lighting correction, and fixed cubemaps.

It is a train station.

mort-contestwip1.jpg
Magical, but have you checked how it would look with some concrete walls instead of brick?
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
I did, but I liked the brick better for this particular room.
 

YM

LVL100 YM
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Dec 5, 2007
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Do you want us to put a tf2maps.net overlay in the spawnroom somewhere?

I'm going to say this is an entirely optional thing, since we're not making full maps to be published we don't need adverts really. And one thing I see in a lot of 'clan'/'fun' maps is large adverts for their website or clan in the spawn room and since we're after creativity and excelent detailing work this is a practice that we really should discourage.

Ultimately its up to you wether you put an advert in your spawnroom but just know some people see adverts and sigh ;)
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Well, I made a simple one and put it in before you replied back. Its easily up to the next mapper to keep it or not.
 
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Snipergen

L13: Stunning Member
Nov 16, 2007
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Nope, so far as I know nobody has a leafy tree TF2 style so far. And if you use the hl2 one I'm not going to vote for you :p

For school I'm modeling a forest environment so we'll come up with some trees pretty quick and I'll reskin them for TF2 and place some vertices on the cartoony xyz coordinates :p
 
Sep 12, 2008
1,272
1,142
can't you use pine trees shadowfield? There are a few, I think.
They aren't leafy, but they're green. :)
 

Shadowfield

L2: Junior Member
Aug 14, 2008
59
3
No, it's ok. I have a fascination with inner courtyards and atriums, so I thought it would be awesome to have and indoor garden with a tree, like a sort of greenhouse. But I'll just think up of something else instead. I'll be using the pine trees as outdoor visuals.

Snipergen, what kind of school do you attend? A sort of computer graphics? Sounds really cool.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Is it acceptable if the spawnroom only works on a map with a setup timer?
 

YM

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Dec 5, 2007
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Is it acceptable if the spawnroom only works on a map with a setup timer?

All the spawn points in it must be active and the door and resupply locker must work, if they don't in the map you're taking your spawn from just alter them so that they do, it will only take you 30 seconds.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
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I have not made that map yet, it's just an idea of mine, and I figured I'd take advantage of this contest to start hammering it since I already have a couple of sketches.

The spawn points and lockers will work properly, the issue is actually with the doors, as they will only open when the setup timer runs out (it's supposed to be for an attack/defense map). The problem then is not really that it's difficult to change them, but rather that it would ruin the concept. Or part of it, at least.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
It looks like there hasn't been a lot of activity in here lately :p Since people had been posting WIPs, I figured I'd add my own. It's a GravelPit-style blue spawn room, hence the exits on two sides (and two levels because I like verticality).

The blue wall is going to stay that way, as it's not really part of the room itself - rather an indication from outside, and to seal geometry. The rest will be turned into some sort of cavern, and properly textured of course.

The red spiral is what you will use to reach the top level (as you spawn on ground level).
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
It's going to be a train staging area (not really a station); except that something's gone wrong. Horribly wrong.

attachment.php


Also, check the attachments for my take at an armored passenger car. It's brushwork, not a prop. The spawn points and resupply lockers will actually be located in two of those, because you know, you're getting here by train.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
I didn't want to clutter the upload thread, so here's a couple of things I noticed on the maps that have already been posted.

First of all, I really like the train station, the only thing I regret is the inability to jump straight down from the spawn points. That's the first thing you want to do when you are there, and the railing is low enough to give the impression that you can - when in fact, the area is clipped. Maybe a couple of boards with arrows would make it clearer. Other than that, it's really well done, the detailing (offices, painting supplies under the stairs...) is awesome. Maybe the skybox stuff is overkill - isn't the mountain vista gorgeous enough? One can say that it makes it friendlier with other skies, though.

The boiler room is great too, the ambiance is just perfect with the steam and all. However, there is a quite obvious gap between the grate and the wall (I assume you can re-upload it before the end of the month). There is also a slight lighting issue (see screen 1), although I'm not sure there's much you can do about it. Lastly, the two-part spawn room in 2fort-style is a refreshing touch, we don't see many of these around and it's nice to have one in this contest.

Snipergen's spawn room is of simpler design, but still efficient. I like the mix of natural and artificial light. I noticed a couple of glitches, however - see screen 2 (also, the vents on the left of the exit aren't attached to the wall). It's only a couple of modifications, though, so you should have time to make them until the end of the month ;)
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
To clarify, I'm not saying that the jumping rail part is wrong. The reason its clipped was because it was also to be the red spawn room of my (now lost forever) payload map for the PL contest. The train was to be animated and kill players elsewhere in the map. I didn't think it was any weird to prevent people to kill themselves accidentally in the spawn room trying to get out.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Thx for taking a look Apom, I didn't know there was a blue skin for those beams. I'm happy with the textures though.
And the pot terces, I wanted it to be mirrored :)