Monopod

Discussion in 'Map Factory' started by Deloras, Aug 25, 2010.

  1. Deloras

    Deloras L2: Junior Member

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    Hi folks! Here is some new stuff!

    I made a 3cp A/D like the artpass contest map. Blus are attacking a Red monopod oil rig in the middle of an Alaska inlet. The big orange things you see will become a flare and a derrick once the one who's modeling it is done.
     
    Last edited: Oct 25, 2010
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    You could make the water still in the playable area and have the sea be in a 3d skybox, like I did in capricorn. Also: buildcubemaps before release.
     
  3. Prestige

    aa Prestige im not gay anymore

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    layout looks great. points are arranged in a triangle methinks? get this on gameday/impromptu (and yeah build cubemaps first).
     
  4. MangyCarface

    aa MangyCarface Mapper

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    Spoiler: BLU fails to 'cap' the well


    LOLLLLLLLLLLLLLLLLLLLLL but really, good start
     
    • Thanks Thanks x 2
  5. ANova

    ANova L7: Fancy Member

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    Looks weird but fun also
     
  6. absurdistof

    aa absurdistof

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    Hrm watch the open areas because pyros will definitely abuse them for kills. I like the theme, too, but some parts (namely the last screenshot) look like they could be a bit overscaled.
     
  7. red_flame586

    red_flame586 L7: Fancy Member

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    hmmmm, what's this sudden fascination with oil rigs out in the middle of a sea trying to be destroyed??? Me thinks BP isn't giving us the full picture here.
     
  8. Uriak

    Uriak L8: Fancy Shmancy Member

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    You worked really fast since you announced your work on this one. I'm looking forward for (hopefully) tonight's testing.
     
  9. Deloras

    Deloras L2: Junior Member

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    Thanks everyone for your replies.

    Allright for the cubemap, I will come back with them.

    @seba 079: That's what I wanted to do at first, I thought it was going to do a weird junction line between the real and the 3d skybox water, but will try.

    @ absurdistof: Don't worry, I calculated:67.2% of the edge of the map is pyroproof. Some part of the 32.8% left do have rails that can prevent horizontal pschit. They will have opportunity to use their deflect, but it will not be their first way to kill people. The last screenshot dont look so overscaled in game. It's also the exit of blue spawn, it had to be consequently big.

    @Mangycarface: I lold :D
     
  10. Deloras

    Deloras L2: Junior Member

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    Done with the 3D skybox, finally it looks great with the fake water of the 3D skybox:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
  11. tovilovan

    tovilovan L6: Sharp Member

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    Whoa. Brilliant looking, however I am a bit afraid that the water texture isn't TF2-y enough. Can't wait to see how this plays out though!
     
  12. Deloras

    Deloras L2: Junior Member

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    I know, I think this Hl² texture works really better on big surfaces than any tf2 texture. The render is large better.
     
  13. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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  14. Deloras

    Deloras L2: Junior Member

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    It's 256*256, so no problem.
     
  15. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Not the actual .vtf scale, the stretch of the texture. In the texture edit tool.
     
  16. Lancey

    aa Lancey Currently On: ?????

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    Face edit tool*
     
  17. Toast

    Toast L1: Registered

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    Make that water black.

    Do it.

    Now.
     
  18. Deloras

    Deloras L2: Junior Member

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    Allright, a maptest just ended.

    It seems to be impossible for blu to attack, mostly beacause of red height advantage and a lack of cover for attackers. Respawn time is also problematic, beacause too long for atackers.

    First round: Because of en admin joke (every one teleported upon the water trigger_hurt) Blus caped A point easily. Then quickly a few of them get to the B point and caped it. Then, Red team drove Blu team back to the bottom of A point. And the same again for the rest of the round. When blu recovered B point, they were pulled back by Red offensives.

    Second round... Blu never caped A point. For the first time, we can see how the A zone is working with a full setup and it plays bad for blue team. Again, height advantage prevent blue for constructing offensive and red always recover its position in front of blue spawn exits.

    What I'm going to do: First of all, reduce blue respawn time. I will also compense Red height advantage (that I will also decrease) by creating one-way doors in favor of blue team, and her own height advantage. I will also make safer places for blue team to construct bases and prepare attacks.
     
  19. absurdistof

    aa absurdistof

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    OH MY GOOOOOOOOOOOOOOOD :O

    That is the best thumbnail I have ever seen :O
    Great work on the displacements far out, but personally replacing them with clouds would be more fitting imo.
     
  20. Deloras

    Deloras L2: Junior Member

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    I made an A2 version, and the maptest just ended.

    Here is some screenshots of the changes of the A2 version (it's in french, because I am):

    [​IMG]

    [​IMG]

    [​IMG]

    Despite A2 changes in favor of blue team, it's still very hard to cap A (both teams caped it, but it took several minutes), and none of the two teams caped B point.

    For the next version, I envisage to give big height advantages to Attackers and fragilize Red positions again.

    I also just changed the link to the map and replace it by the A2 one.