Ricochet

Discussion in 'Map Factory' started by Sel, Nov 29, 2009.

  1. Sel

    Sel Banned

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    This is my first proper attempt at creating a tf2 map, hoping that I can figure out some good control point construction, and canyon battle paths.

    I'm looking for playtesting so I can find my mistakes and learn from them.
     
    Last edited: Dec 29, 2009
  2. Ravidge

    aa Ravidge Grand Vizier

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    Scale looks good, from what I can judge from just screenshots.
    Also I wouldn't call the map too dark, just not bright enough! You can definately build up some nice shadows and such with clever light placements. I made this to help with the boring lighting placements. May I suggest long spotlight beams with a warm color? I think it would look awesome :)

    Good work for a first-ish map.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Wow, this actually looks really nice. The only things you can improve right now are cubemaps and the rock wall texture size. BTW, if you have no cubemaps they won't only reflect the water, but player features as well, like the Sniper's glasses.

    P.S. You can use sv_cheats 1, noclip, and cl_drawhud 0 along with unchecking 'Draw viewmodels' to take nicer pictures with the F5 button. The in-game screenshots also ignore Xfire overlays ;P
     
  4. Sel

    Sel Banned

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    Thanks, I'll check out that lighting library.

    Thanks, I'll keep all those in mind when I update the map and need to take new screenshots!
     
  5. absurdistof

    aa absurdistof

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    Beware the ever-present sightlines. Looks like quite a few of them have been taken care of, just make sure a sniper can't get to an elevated part in the map, or bad things may happen.
     
  6. The_Ulf

    The_Ulf L6: Sharp Member

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    You've come to the right place!

    Looks like you're off to a great start. :D

    The outdoors looks a little dark (the nighttime sky lighting, yes?) but not unplayable but it sounds like you're already aware. You've lit the interiors well already, so I'm not worried. I really like the outdoor layout around the control point, seems like you've got a good amount of cover going. Dunno about the ammopacks on top of the pillars of displacement rock - they're meant for demomen and soldiers, right? Maybe place them on the ground nearby so that they can be utilized by others and have to descend to make use of them only when they feel they need to. I'm no pro on ammo/health placement, so test it as is - it might be interesting. :)
     
  7. Sel

    Sel Banned

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    Made some small changes after playtesting, updated to alpha 2.
     
  8. Sel

    Sel Banned

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    Made a few more changes, updated to alpha 3, details in first post.

    Also I'm having some issues with getting Pakrat to pack custom model textures (the models come through fine) with the auto settings, if anyone has any advice on that it would be greatly appreciated.
     
  9. The Political Gamer

    aa The Political Gamer

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    You have to add them manually. Oh and could you update the pictures? :p
     
  10. Sel

    Sel Banned

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    I added a new one for the spawnroom I added, and I'll take some new ones of the level with water cubemaps, and no HUD in the way sometime tonight if I remember!

    And I'll mess around in pakrat some more, just got it today so I don't really have any idea what I'm doing with it :p
     
  11. StoneFrog

    StoneFrog L6: Sharp Member

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    Oh, hey, it's you again!

    Spruce up the lighting a bit more - I find bright, warm, cozy lighting in the playable regions of a map and then dark foreboding atmosphere in the outer areas gives a great mood to all environments. You have some nice verticality going on , too.

    I can't say much else right now since this is still in early stages, but it's nice.
     
  12. Sel

    Sel Banned

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    I'm not all that experienced with lighting yet, especially outdoors, but I will see what I can do to spruce up the exteriors.
     
  13. Sel

    Sel Banned

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    Started working on some crazy doomsday device.

    [​IMG]

    Gonna be replacing the supports with something else, I don't really like how those turned out, and I'll probably add a lot more details (glorified vacuum tubes?).

    Comments/crit?
     
  14. Sel

    Sel Banned

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    And finished it up for the most part, with absolutely no feedback :(

    [​IMG]
     
    Last edited: Dec 2, 2009
  15. Ravidge

    aa Ravidge Grand Vizier

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    Good gameplay. The scale is about what I'd expect from an arena map.
    The flow is good and I think you could actually start detailing this map already!

    The tanks in spawn look amazing, though they were missing their texture so hopefully that will make them even better in the future. (love that cannon btw. is it going to be the centerpiece?)

    Throw in some more lights and it will be fine. it was pretty dark in some areas. A quick 3dskybox would also help TONS with the visual aspect :)
     
  16. Lancey

    aa Lancey Currently On: ?????

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    I was expecting floating disks with jump pads
     
  17. Sel

    Sel Banned

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    I have to learn how to do all of those first :d, which hopefully will be speedy, but admittedly I'm pretty awful at hammer, so it might be a while before I have something visually presentable (models aside). Thanks for the support and feedback :d
     
  18. Sel

    Sel Banned

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    Updated to alpha 4, see original post for details, this will probably be my final gameplay alpha, as right now it plays quite smoothly, and doesn't really need any more alterations to the layout or flow.

    Time to learn how to do beauty work heh!

    Also, updated screenshots.
     
  19. absurdistof

    aa absurdistof

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    Lol as a suuper late reply to your doomsday, it looks a bit out of place, like the projector/tip does, if it's not too late another ending to it (more tf2 style) could look nicer. Sorry, I would've posted on that before but I didn't see it.
     
  20. Sel

    Sel Banned

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    I agree, the tip could be a lot better, I'll try to do something else with it, since that's a pretty iconic piece of the map, that will probably be seen quite a bit. I just have to think of something to do with it :)