Post Maps in Development Facts!

Discussion in 'Mapping Questions & Discussion' started by Prestige, Apr 6, 2010.

  1. Prestige

    aa Prestige im not gay anymore

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    1.# of maps in development
    -now pick your favorite one

    2. Compile Times
    3. dimensions
    4. game mode
    5. planned theme
    6. planned map name
    7. specific areas/models used (train, dam, etc..)
    8. time it took to make (so far)
    9. percentage done so far
    10. What are a few things you have left to do?
    11. favorite areas
    12. what inspired you?



    any other facts?
     
    Last edited: Apr 6, 2010
  2. Mick-a-nator

    aa Mick-a-nator

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    I don't really get the point of this thread... why not create a map thread with more detailed information if the map just needs lighting + optimisation?
     
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  3. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    I think you're meant to post information about any of your own maps in development.
     
  4. Mick-a-nator

    aa Mick-a-nator

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    Yeah, but why wouldn't you just make a thread?
     
  5. adamspurgin

    adamspurgin L1: Registered

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    1.5 maps in development

    2. Compile Times: around 10 minutes
    3. dimensions: each round is tiny, but it has 6 rounds(so far)
    4. game mode: gladiator pit (koth/kotf/dm/soccer/ctf/plr...)
    5. planned theme: dunno yet, maybe a different one for each game mode
    6. planned map name: gp_colosseum
    7. specific areas/models used (train, dam, etc..): none yet
    8. time it took to make (so far): 100+ hours
    9. percentage done so far: 10%
    10. What are a few things you have left to do?: re-make koth and plr from scratch without using control point entities, texturing, displacements, detailing, lights, basically everything.
    11. favorite areas: the soccer arena, it's my first "from scratch" game type i ever made, it's more like a machine than an arena
    12. what inspired you?: a post on the SPUF, that and my boredom and stupidity to think that it could easily be done.
     
  6. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    1.# of maps in development
    -now pick your favorite one
    ]]1 map, it's going to be an A+B>C attack/defend just like Gravelpit
    2. Compile Times
    ]]1-2 minutes, I set vvis to fast for simple playtests
    3. dimensions
    ]]Of the map? I'd say roughly ~8000x10,000+ world units, not on my main computer at the moment
    4. game mode
    ]]CP Attack/Defend, A+B>C
    5. planned theme
    ]]I'm going to use the Swamp Theme Pack + a little merge of an alpine feel
    6. planned map name
    ]]Either cp_tarantula or cp_marsh_thunder
    It's going to be rainy/thundery but I feel tarantula's more unique and it gives the feel of being in a jungle

    7. specific areas/models used (train, dam, etc..)
    ]]None that I can think of
    8. time it took to make (so far)
    ]]~5-10 hours into development, I JUST got out of planning.
    9. percentage done so far
    ]]5-10%, still early early alpha
    10. What are a few things you have left to do?
    ]]Few? Pretty much everything. Basic blocking, spawn setup, point setup, texturing, displacements, lighting, play testing, revisions, revisions, revisions.
    11. favorite areas
    ]]From what I have planned I'd have to say the main path heading to cap A. It's a river lined with buildings heading up to the point, think the Mississippi but with lots of buildings.
    12. what inspired you?
    ]]The swamp theme pack, and a lot of reference pictures I grabbed off google.
     
    Last edited: Apr 7, 2010
  7. masterchodda

    masterchodda L1: Registered

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    Couple new maps need help!! play testing

    Hello everyone! I am new here and am developing a couple tf2 cp maps. They are posted on fpsbanana.com, I was just wondering if I could get some help play testing them? I would also like to join a clan as a resident mapper should anyone need. Thanks!

    I can post direct links to my maps as long as that is ok to do. :)
     
  8. masterchodda

    masterchodda L1: Registered

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    the maps in development are:
    cp_orangechodelol
    cp_fortchodda_b2

    btw
     
  9. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    1. 2 tf2 maps, 1 css map which is waiting for months already and probably never finishes.
    2. 5 on fast, 15 on normal. 20 on improved ldr light (no hdr)
    3. 10k-10k
    4. Territorial payload race
    5. Pipeline
    6. TC_Ramparts
    7. Improved traintracks: http://forums.tf2maps.net/downloads.php?do=file&id=712
    8. lost count of hours that i worked on but started with the map about the same time as pipeline was released. There was a gap of 4 months barely any progress in it though
    9. 40% Late alpha.
    10. Testing, Detailing, Cousing the side stages to show more often (probably by having the side stages show up at a rate of 66% instead of 50%).
    11. A vs C Center. Its the area that just felt perfect when creating it.
    12. The failure of hydro in public gameplay and the succes of pipeline. Both had their own advantages and fit well together to remove most downsides of both.