CP New_Barnyard

Discussion in 'Map Factory' started by Detattol, Jan 17, 2011.

  1. Detattol

    Detattol L1: Registered

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    Hey Everyone, Detattol (Or The Map Makar, for those who know me) here, I've recently taken the "Barnyard" project back up again, so I decided to post some new pictures and such. Please don't Criticize all the large, visible mistakes, such as half the map being Dev textures, the lack of good lighting, or the capture points not working. I am working mainly on layout now, and not worrying about aesthetics, I just want peoples opinion on how I've laid things out, any constructive criticism, or helpful tips are appreciated!

    First we have the Brand new, never before seen Point "A"!!
    [​IMG]
    The Area is very close, and by very close, I mean it, to the "Blue" (Attackers) spawn point, I wanted this to be a fast capture style area, like in Dustbowl (Not sure which stage, but the one with a single large building, and the capture point on a little ramp thing, maybe not Dustbowl....), and for people to get to Point B slower, while the Defence can well.....defend!

    The Second of Seventeen Pictures (17?!?!? Wow!) is another angle of the Point A pictured above:
    [​IMG]
    Just another Angle.

    Mext we have a third angle, with a little of the "Lift Room" near the top left, as well as the "Barn":
    [​IMG]
    It's looking okay, after the lighting's fixed it will be better. I hope, :p

    The Next picture is a better angle on the "Barn" as I call it, with a cool little "bridge" coming out to go into the "Lift Room":
    [​IMG]
    The "Barn" will have a staircase to get you to those windows.

    The Next picture is the side flank area I've been working on, yoiu can also see the Tunnel room entrance on the right, it's hidden, but you can see the sign:
    [​IMG]
    The little storage shack was a cool thing to design, as I needed three unique ones!

    Next is ouside of the end closest to our last picture, of the Tunnel. I love this area, it was fun to make, and even more fun to play in:
    [​IMG]
    This picture is devoid of a second description.

    The inner area of the last picture, showing the tunnel in more detail:
    [​IMG]
    This tunnel has hanging lamps and everything!

    Now we have the otherside of the tunnel, in a small detailed room, the floor boards are tore up, as the tunnel was dug by the Blue team, in a chance to make their attack on Point "B" easier to accomplish:
    [​IMG]
    This room looks nice to me, also I should appologise for the models in the pictures, as well as the textures, from looking bad, I play with detail on low, so I don't get any lagg. hehe.

    Another angle of the aforementioned room:
    [​IMG]
    This room is my favorite, well.....

    The outside of the "Lift Room", This is a cool little building:
    [​IMG]
    This room looks better at night.

    The inside of the "Lift Room"":
    [​IMG]
    This room makes me smile, and has the last little shack in our adventure, the first being near Point "A".

    Another angle on the "Lift Room"":
    [​IMG]
    This shows the Storage shack in greater detail.

    Point B, in all it's glory, and yes, it is similar to a building in Artpass, I liked the design, with some tweaks of my own of course. xD
    [​IMG]
    That small building on the left, is where the tunnel exit leads.

    The exit of point B, I need to design some more for this, perhaps a building...
    [​IMG]
    This is a ncie little building, which the rest of the map will look more like soon...

    Another angle on the Back of Point B:
    [​IMG]
    This looks better.

    Inside the building on the right in the above picture, sorry about the lighting, forgot the lights in here when I compiled it...
    [​IMG]
    As you can see, the railing on top, allows you to see into the building itself!

    The Last of our pictures for today, is the last point, which will get SO much more stuff around it in days to come...
    [​IMG]
    This Point has a cute little bridge over it, and that makes me happy!

    Thanks for looking, please comment.

    I'll update this daily if I can, if not, every few days.....week at most. XD
     
  2. Lancey

    aa Lancey Currently On: ?????

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    It seems open, and yet somewhat flat.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    What the hell is with that HUD?
     
  4. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    There's a number of things in your map that remind me of the artpass contest map...
     
  5. Lancey

    aa Lancey Currently On: ?????

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    His control points are starting at the wrong index. It either has problems if the index is 0, or if the first index isn't 0. I think it's the former.
     
  6. red_flame586

    red_flame586 L7: Fancy Member

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    Open and flat is what comes to my mind as well.

    Also you don't really want the first point very close to the spawn, I'm assuming that it's a single stage map like gorge, but if you think about that, you've got to run through an open area, a building and then back into the open to get to the first point as blue. Even if it's multiple stage, you still need to make sure that it's not to close. I have no idea where the spawn is, and i'm just writing this up from what you've said, so if i'm completly wrong, ignore this.

    Anyway, looks nice so far, keep up the good work.
     
  7. absurdistof

    aa absurdistof

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    Too many screens D: I can't understand what's going on. By the way did you copy pasta this from another forum? When have we ever criticized dev textures :S

    My suggestion is to just get this tested. Enlist for a gameday under the events forum :)
     
  8. Wilson

    aa Wilson Burial by Sleep

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    Besides flat and open, all indoor parts are cramped.
     
  9. Lancey

    aa Lancey Currently On: ?????

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    orange_x
     
  10. thekurnuttaja

    thekurnuttaja L1: Registered

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    A recommendation: U should take the screenshots on a bit higher quality, even if it lags you are still able to take em.
     
    • Thanks Thanks x 1
  11. Sgt Frag

    Sgt Frag L14: Epic Member

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    I think in pic 2 of 17 you could make a few changes.

    first you have 3 doors, all basically in same plane looking same direction. They could all be heavy spammed from A at the same time. Maybe put one around corner to left.

    Hopefully the barn in back isn't spawn, as it could also be directly spammed from same spot.
     
  12. Detattol

    Detattol L1: Registered

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    Alright, a few things first, number one, I realize it's very flat, and open, I've never really worked with Displacements once, and although the grass is all displaced using noise, I'm going to make this much more hilly in the future.

    Second, I Said somewhere in my post, maybe, that I didn't worry about mechanics, first of all, the first point is the only one able to be capped, the rest can't he, as they are only models.

    Next post, only one thing is from artpass even remotely, which is the building Point "B" is in. And I'm going to add a lot more to that in the near future.

    Flame_Red, the Spawn point has changed areas many times, but I will show you it's current area, which I'm going to change soon, as I don't like it's proximity to the first point, as you said:[​IMG]
    Hopefully this helps.

    This is a copy from another forum slightly, I uploaded pictures a long time ago, like.....4 or 5 months, so I couldn't find the old post, so I made this one, all content is made by me though.

    I don't really think the inside rooms are too cramped, they may seem it, but the areas are very good sized for game play as I've seen testing, a few are a little cramped, such as the tunnel, but those are purposely done this way.

    thekurnuttaja, thanks for the top, I'll take them on high or ultra (does that exist?) Next time, as it shouldn't lagg it when I'm by myself.

    Sgt Frag, thanks for the input, the door on the left is going to be changed to keep from the camping, also, if you read above, the spawn room isn't the barn. Thanks.



    Well guys, thanks for the input, I'll definitely get the mechanics fixed, and get some tester on it ASAP, maybe you guys too! Hopefully I can make this map much better, as I really don't like it looking like a franken map, lol

    Thanks, Makar out!
     
  13. nik

    nik L12: Fabulous Member

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    is this map all one level with buildings..?
     
  14. Detattol

    Detattol L1: Registered

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    I'm sorry? I don't quite understand....

    Oh, if you mean one level, as in no hills, and just buildings, at the moment, yes, I'm working on learning displacements better, and I'm adding them in as I learn them. I'm also adding many props.

    if thats not what you meant, please enlighten me.
     
  15. red_flame586

    red_flame586 L7: Fancy Member

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    That's generally what he means, though the idea of having hight variation is that the land not only has a few small bumps in it, but changes quite a bit. Generally when talking about A/D cp maps, the last stage can be as much as 320 units higher than the initial point through use of ramps and stairs and similar (just make the increase gradual and don't make the last point on a pyramid 320 units above the ground ;)). This gives the defenders a hight advantage over the attackers (which is very important in tf2) makes it obvious of the direction to go (go up to get to the next point) and gives the attackers a sense of accomplishment as they are "climbing" up to get to the final area.
     
  16. Detattol

    Detattol L1: Registered

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    Alright thanks, at the moment, they are about the same height, although the first is eleveated through the platform,the second is way up there, I'm going to make the third higher still, like a mountain senario. Hopefully it works, right?

    XD