Mudrock

Discussion in 'Map Factory' started by tarmo-, Dec 23, 2009.

  1. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    My next solo 5cp map project after co-mapping with zipok in wildmire, name cp_mudrock
    Might go for swamp theme.

    Things done:

    - Basic middle layout
    - Basic 2nd CP layout
    - Basic 1st CP layout
    - Basic lightning
    - Basic gameplay entities (spawns and so on)

    Things to do:

    - Alphatest
    - Alpha1… release

    - Detailed middle CP
    - Detailed 2nd CP
    - Detailed 1st CP
    - Proper lightning
    - Betatesting
    - Beta1… release

    Screenshots:

    http://www.dropbox.com/gallery/3765879/1/cp_tarmo?h=e99a51

    Download: TBA
     
    Last edited: Jan 9, 2010
  2. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    396
    Looks good so far, I like the mid, even though the point itself could use its own feature, just to set it apart from all the other points. Like granary has the containers and the vertical space, spillway has its own platform, well has the trains...
     
    • Thanks Thanks x 2
  3. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

    Messages:
    580
    Positive Ratings:
    159
    Way, way, way too dark even if you intend to add "-basic lightning" :p

    And you need to build Cubemaps! It will get rid of the Purple and Black checkers where there should be reflections. See this.
     
  4. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    yes... i know that stuff. thats the first compile and just checked the size of the point, wasn't interested about cubemaps at that time.. :D also i just added light_env, which happened to have that light volume and strength. don't worry, i'll add more light ;)
     
  5. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
  6. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

    Messages:
    354
    Positive Ratings:
    173
    Looks interesting to say the least, but yeah the first thing I thought, admittedly, was "wow that's dark" :E

    Try coming up with at least a different take on the swamp theme if you're going to use it again! :3
     
    • Thanks Thanks x 1
  7. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,704
    Daytime swamp?
     
    • Thanks Thanks x 1
  8. lana

    aa lana Currently On: ?????

    Messages:
    3,077
    Positive Ratings:
    1,389
    Far too dark. Even swampy areas should be lit up.
     
  9. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    yeah, i know its dark for the moment. just figuring out the layout. i'll think about lightning later, but yeah, im going for more lighted up setting, allthough I fell in love with the skybox texture already =) might just do night setting with lamps and stuff. afaik wildmire had night_03 as skybox texture and its not that dark texture than this one :p
     
    Last edited: Jan 6, 2010
  10. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    Last edited: Jan 6, 2010
  11. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,309
    Not a fan of the "selfname" placeholder that others have done... anything would suffice!
     
  12. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    What do you think about lightning now http://www.dropbox.com/gallery/3765879/1/cp_tarmo?h=e99a51 ? Swamp theme with that skyboxtexture? (its sky_harvest_01)

    Things done:

    - Basic middle Layout
    - Basic 2nd CP layout
    - Basic 1st CP layout
    - Basic lightning
    - Basic gameplay entities (spawns and so on)


    The map is ready for alphatest =) Might try to get some tests today or on weekend
     
    Last edited: Jan 7, 2010
  13. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    first test done, at the moment the scale is abit too big. so im going to squeeze the map 200-300 units shorter and make it more narrow. gameplayflow worked if not mentioning the scale issues.
     
  14. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    changelog from a1 to a2:

    - Added solid window to cp1
    - Cut off distances (width and length)
    -measuredifferences from cp_tarmo_a1 to cp_mudrock_a2:

    overall length per side: 296 units
    overall length: 592 units
    cp1 length: 144 units
    cp1 width: 328 units
    cp2 length: 152 units
    cp2 width: 552 units
    cp3 length: 0 units
    cp3 width: 336 units

    - Lowered cp2
    - Added some props

    changelog from a2 to a2a:
    - Reduced depth of cp1 water (from 108 to 88)
    - Added some cover to cp2 and cp3
    - Blue cp2 not floating in air anymore
     
  15. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    Next version is coming out slowly, but not-so-steadily :p
    I've reworked cp2 abit, made cp3 smaller and and added some details. still need to work on some things at cp2 and cp1 before the a3 release.

    Anyways, here's some pictures of coming changes at cp2:

    https://www.dropbox.com/gallery/3765879/1/mudrock?h=06eb0f
    1st picture is the old cp2, rest are from newer one
     
  16. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,826
    Positive Ratings:
    2,822
    Harvest's sky always bothered me. It's one texture... repeated four times, then with a basic up and down texture. From a texturer's standpoint, it's lazy and ugly. Try some other skies.
     
    • Thanks Thanks x 1
  17. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    396
    The cap over the "L" Shaped wood looks like it could use a bit more cover both for its own sake and to channel the gameplay. Also, in the last screen, I really like the blue house, but is it in the same place as the red building?
     
  18. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    28
    The house isn't entirely in the same place, it's moved abit.

    https://www.dropbox.com/gallery/3765879/2/mudrock/21.2.2010?h=3d1419

    some new changes, there is old pictures to compare stuff aswell, still looks poor, but thats not the point, just added some detail and modified the routes so they might work and look a bit better. cp1 next and then copy-paste-change-textures and a3 is ready