Montezuma

Discussion in 'Map Factory' started by andysss456, Jun 16, 2009.

  1. andysss456

    andysss456 L2: Junior Member

    Messages:
    56
    Positive Ratings:
    9
    The basic storyline is as follows:

    The blue team is invading an island in the tropics that contains a secret red spytech base. They arrive on a boat and move through an old village/temple (Aztec). Then they push up the rocky cliffs and into the volcano spytech base in order to blow it up with a bomb named Cortez (the reference should be fairly obvious, unless you don’t know Aztec history).

    Known Issues:
    - Sometimes the cap area will randomly stay disabled.
    - The damn compass won’t point to the right capture area…
    - Lighting really sucks (dark in areas).

    Future Plans:
    - Fully implement the tropical island theme by trying a vast amount of different techniques.
    - Find the perfect lighting angle.
    - Stage 1 buildings need to resemble something… I’ve been looking for decent references for a while, but I can’t find much.
    - Make huge explosion for the final point.
    - Create sounds that make sense for the bomb.
    - Add soundscapes.

    Future Custom Content (most likely to be made for the map):

    - Ivy to hang across trees and such
    - An Aztec temple for the skybox off of stage 2
    - Coconuts to hang from the palm trees
    - Lava texture
    - New skybox texture
    - Other stuff I’m sure I’ll find out that I need to really craft this theme properly

    When giving feedback I’d appreciate this format (stage number – cap number). So if you were to talk about the Aztec temple you would say at point 1-2 there needs to be blah.

    I’ll submit to gameday soon enough and also just to tease you a little bit. Mr. Arhurt is going to be making a few models for this map (the bomb included).

    Here is the bomb concept art created by my friend Goliath. Arhurt will soon model this into fruition and it’ll be awesome:
    http://files.getdropbox.com/u/1339792/bomb.gif

    Here are a few sketches of the layout i did before starting to block it out. The alpha product is surprisingly close to the drawings:
    http://files.getdropbox.com/u/1339792/Stage 1-2.jpg
    http://files.getdropbox.com/u/1339792/Stage 2.jpg
    http://files.getdropbox.com/u/1339792/Stage 3-1-2.jpg
    http://files.getdropbox.com/u/1339792/Stage 3-3.jpg

    Thanks to these people for their content:
    Artesia (custom dev textures)
    Schmits (meridian cap point)
    VelvetFistIronGlove (alpine rock models)
    Void (dry cracked dirt texture)
    Arhurt (tiki torch model and soon others)

    Thanks to these people for their support:
    Arhurt (ideas and models)
    Eerieone (confidence raising and what not)
    Goliath (concept art for the bomb and areas in the map)
    The Mental Clinic Group and Soulnothing (early alpha playtests)

    Also! Sorry that i'm so late to the party.
     
    Last edited: Jul 19, 2009
  2. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    569
    Looks juicy, by which i mean thick atmosphere :)
    one thing though, the color difference between the cliff and the ground on top is a bit harsh, i´d rather tend to bake a blend towards the top than the bottom

    will give it a runthrough tomorrow, getting late here...
     
  3. FlavorRage

    FlavorRage L4: Comfortable Member

    Messages:
    197
    Positive Ratings:
    57
    Totally puts my tropical map to shame :(

    But that was my first map anyway, LOL.
     
  4. SuperNerd

    SuperNerd L2: Junior Member

    Messages:
    60
    Positive Ratings:
    6
    Map looks really good.
    Though, I have had some of the same problems.
     
  5. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    569
    Did a playtest today, plays well smooth
    I believe, once the dev-textures are gone this will be a visually stunning map :)

    Stage 1.
    Generally great layout, but try to force red to stay inside the building around cp2, its too easy for them to push out up to cp1 and blu wont advance

    Stage 2.
    Blu forward is a tad big, narrow down the choices where people might go
    Visually and gameplaywise very mature stage, not much to be done there

    Stage 3.
    Love the Cave-feeling, comes together nicely, but i dont like the wire as spawndoors, looks strange and unrealistic
    cp1 is good
    cp2 too easy because red is confused by the layout (even though its not that complicated)
    cp3 nice area, but could be shrunk by a third to avoid sniperbattles, could also need some sentrycover

    all in all veeery nice work you´ve done there
    i love the concept of the open CPs, but they are a bit too vulnerable for stickyjumping/rocketjumping caps
    if you might narrow down the corridor, where the airborne demos might come through, that might play out quite well

    rock on!
     
  6. Psy

    aa Psy The Imp Queen

    Messages:
    1,705
    Positive Ratings:
    1,468
    So this is what you had planned. ;) Looks damned awesome.
     
  7. LunchBox

    LunchBox L1: Registered

    Messages:
    41
    Positive Ratings:
    4
    <3 the tropical theme you got going
     
  8. andysss456

    andysss456 L2: Junior Member

    Messages:
    56
    Positive Ratings:
    9
    a2 is out. I'll replace the screens up there a few versions from now, no reason to retake every single version. Changelog is as follows:

    - Layout changes at stage 1.
    - Detailing changes all around the map.
    - A few small fixes.
     
    • Thanks Thanks x 1
  9. Arhurt

    Arhurt L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    141
    I'll be creating some minor and major props for Montezuma, here's a preview of the Tiki torches:
    [​IMG]
     
    • Thanks Thanks x 3
  10. andysss456

    andysss456 L2: Junior Member

    Messages:
    56
    Positive Ratings:
    9
    Extremely awesome stuff there arhurt.
     
  11. raz0rskyl1n3

    raz0rskyl1n3 L1: Registered

    Messages:
    28
    Positive Ratings:
    12
    I've played this a couple times, and overall its very good. The layout is pretty solid, there can be a few improvements here and there. But over all excellent design. The end theme looks very promising.

    I set up a 24/7 server for this, its off my home internet so it may not be the best. But if you want to try a few rounds go ahead.
    67.162.227.234:27016

    Also arhurt as usual excellent models. :D
     
  12. Arhurt

    Arhurt L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    141
    Thanks guys. We played last night and I gotta say I love the gamemode and Montezuma has an excellent implementation of it.

    Here is the final tiki torch model:
    [​IMG]
     
    • Thanks Thanks x 2
  13. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

    Messages:
    401
    Positive Ratings:
    89
    Played this on gameday, was a nice map.
    But you got the ramp/stair bug, you need to nobuild those, otherwise you can build teleports close to eachother on different heights and you can get people stuck in them.
    Picture:
    [​IMG]
    (If you wonder what the chat was about, A Boojum Snark got pissed for me checking if you had the bug)
     
    • Thanks Thanks x 1
  14. captainAngry

    captainAngry L7: Fancy Member

    Messages:
    434
    Positive Ratings:
    247
    Didn't get a chance to playt this last night but I did grab a demo.

    [​IMG][​IMG]
    [​IMG]
     
    • Thanks Thanks x 1
  15. andysss456

    andysss456 L2: Junior Member

    Messages:
    56
    Positive Ratings:
    9
    A5 Released

    A5 Changelog: (I like to jump randomly from a2's to a5's)
    - Major layout changes at stages 1, 2, and 3.
    - increased travel distances on stages 1 and 2.
    - flipped around stage 3.
    - stage 2 now has a one way door and drop down as well as a new area out front of the temple.
    - stage three area 1 redone.
    - Detailing changes all around the map.
    - Tons of small fixes all around the map.
    - Now with HDR!!! (even if it does look like shit right now)

    Hopefully my changes have made the map quite a bit better, bear in mind the visuals are still pretty crappy, i'm working to stabalize on the lighting. Anyway, if you have any suggestions, i'd really appreciate them. Also rock on for valve getting us the new hud soon.
     
  16. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    569
    like what you did there, but i agree, the lighting needs some work
    experiment a tad more, atm there is not enough contrast in the environment

    i would disable collision on those tiki-torches, i tend to get stuck on those

    the rounded building on the left side of the 1st cp looks unnatural for tf2
     
  17. captainAngry

    captainAngry L7: Fancy Member

    Messages:
    434
    Positive Ratings:
    247
    [​IMG] [​IMG]
     
    • Thanks Thanks x 1
  18. captainAngry

    captainAngry L7: Fancy Member

    Messages:
    434
    Positive Ratings:
    247
    [​IMG] [​IMG]
     
    • Thanks Thanks x 1
  19. andysss456

    andysss456 L2: Junior Member

    Messages:
    56
    Positive Ratings:
    9
    Here are a few screens to whet your appetites. this is stage two. I felt like detailing it up. So here it is after my first pass. I forgot to compile with hdr, but you still get the idea. (and thanks to eerie for the psd template).

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    • Thanks Thanks x 1
  20. Uriak

    Uriak L8: Fancy Shmancy Member

    Messages:
    543
    Positive Ratings:
    70
    I still have to give a try, it'll be kinda new since I 've never really played on this mode, but I may already say I'm really really in love with your setting. The lighting and color theme are perfectly chosen and refreshing.

    For your future custom content, you could consider adding a bit of this greenish/mossy layer on some wood textures too.

    Good work so far, man !
     
    • Thanks Thanks x 1