1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

Oasis

Discussion in 'Map Factory' started by klossi, Sep 9, 2009.

  1. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    Hello everyone!


    This is my first post in this forum but i've been reading for quite some time here now. I really love well done custom maps and i think the work that is done here is awesome.

    So anyways, like 4 years ago i did some minor mapping for cs 1.6, although i never finished a map, nor was i really happy with my results. Now after this long time and after playing TF2 and falling in love with some customs (off the top of my head: pl_frontier, pl_great_heights, pl_beerbowl, cp_glacier and so many others i don't remember right now) i decided to launch hammer again and tinker around.


    I'd like to introduce to you cp_oasis, a CP map that has the same cap point structure as gravelpit. Since this is my first Tf2 map, would you mind not being too harsh to me?;)

    I didn't take any ingame pictures yet, but will get some tomorrow i guess.



    Thanks for reading this and thanks to anyone who takes a look at my map. I hope the download link works, i never uploaded anything before and if it not works please tell me and i'll see if i can fix it.


    Greetings
     
    Last edited: Sep 15, 2009
  2. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    Vat? "PICTURES are perfect fuel for reviews from TINY COWARDS!"
     
    • Thanks Thanks x 1
  3. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    ok i get your point. so i added 3 pics to it. first one shows blu spawn, 2nd shows cap point B and 3rd shows cap point A. there's not much to say about cap point C yet, because i didnt do anything to it by now.
     
  4. Darth Gman

    Darth Gman L1: Registered

    Messages:
    22
    Positive Ratings:
    4
    Real nice =D
    I suggest you use more (well, lots of) displacements because that will make this map top-notch ;)

    Also, change the skybox texture to a middle-day one please, because the current one doesn't fit with the scenery. Try the Goldrush sky texture.

    For future reference, go here: http://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List
     
  5. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    You may want to look into putting func_nobuild in the water, since it's annoying being shot by a sentry you literally can't see due to the water refractions etc.
     
  6. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    thanks for the very first feedback of my very first map :)


    ya i just put the default skybox texture there, didnt look at it yet.

    can you explain what func_nobuild does? i know what you mean, you only have a very limited range of view when being under water. it's annoying, i'll try to improve it.
     
  7. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    func_nobuild is a brush-entity which prevents engineers from building things which are inside it. (It needs to cover the floor and be tall enough above the floor that engineers can't do some jumping tricks to avoid it.)

    This would allow you to keep sentries from being built underwater, because those sentries wouldn't have any problem "seeing" through water players can't.
     
  8. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    that was not the solution i was aiming for. building stuff under water is not too bad in my eyes. i'd like to increase visibility when one is under water instead.
     
  9. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    You can alter the visibility with the per-map water_lod_control entity, but there can be a performance cost to people who play your map, if you use the water with ripples in it. It controls the reflective/refractive surface of the water, rather than the murk inside it.

    To control the amount of underwater "fog", you'll need to pick a different water texture or create your own.
     
    Last edited: Sep 10, 2009
  10. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,884
    Positive Ratings:
    5,127
    Curses! I was making a map called Oasis!

    Oh well. :)

    Good luck with it, it looks interesting.
     
  11. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    so i was playing around with water_lod_control and figured it doesn't do anything. the black fog is still there. if there's really no other way to fix it, i'll have to use the nobuild. would be really a nice addition to build sentries under water but does not appear to work properly
     
  12. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    water_lod_control basically sets the defaults for r_cheapwaterstart and r_cheapwaterend, which you can tweak in-game to try to get the effect you want.
     
  13. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,884
    Positive Ratings:
    5,127
    Yeah water_lod_control is the settings for how far away water looks pretty. It doesn't change the water itself really, you could always make a custom water texture.
     
  14. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    added some new screenshots (last one showing cap C) and new version


    feedback appreciated
     
  15. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    i just uploaded a new version of the map. a big part of A is done now. i will upload better looking screenshots within the next 30 minutes.



    however, the glass texture i am using is really causing trouble. i tried all kinds of stuff and it still has those purple squares on it. i connected an env_cubemap with it, i tied it to func_detail, i used a different glass texture, still not working. i looked at gravelpit and how they built the glass windows there and i couldnt find any difference to mine


    edit: put the new images in

    edit2: just noticed that whereever the water brush touches any other brush there's an ugly looking black line. can i somehow fix that without using a low res water texture? you can see the problem on the left most screenshot
     
    Last edited: Sep 15, 2009
  16. Terr

    aa Terr Cranky Coder

    Messages:
    1,591
    Positive Ratings:
    405
    You'll get the purple-square reflections regardless of what you do in hammer. There's an extra step after compiling you need to do.

     
    • Thanks Thanks x 1
    Last edited: Sep 15, 2009
  17. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    i have some problems with my map.

    i added lights to it (prefabs from that one downloadable file from this site). this makes the cave areas look really nice. only problem is that everything outside the lighted areas is completely black. so i added a light_environment as i found it in the valve developer community wiki thing. now i have light (even though it's very dark) but the water is not visible. it's like i had a leak on the map. i am pretty sure i have none, cause iirc the map is fullbright when there are leaks.

    so how do i fix this no water problem?
     
  18. klossi

    klossi L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    hey folks, i fixed the thing with the lights and stuff. i now have lights on my map and they seem to work fine in the cave areas. only problems i have is with the light that comes from the sky. my intention on the daytime was, that it's set in a desert at mid day time. so it should be really hot, and the sun should be in a high angle right above the players. right now however, the sun from the skybox seems to be in a low angle so that there's way too much shadow. can someone help me set up the env_light in a way that fits my ideas?