MVM Stowaway

Discussion in 'Map Factory' started by Mancs, Aug 24, 2012.

  1. Mancs

    Mancs L1: Registered

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    Hi everyone!

    This is a very first try from me to create a map for Tf2. Just a quick run for it, learning the hammer editor from ground zero, and doing something fun for me and my friends.

    The base concept for the map is simple: this is a freighter ship in the hand of MannCo, and those damn robots decided to hide in the cargo bay.

    There are currently a total of 4 different path combinations the robots can take. Although there are many well defendable positions, mostly due to the scarce ammo&health packs (note: there are plenty, but only small packs are easily reachable, med/large packs require you to abadon a well defendable position, unlike on valve maps) this is a lot harder map then the offical ones. Snipers have a great view, the tank is lurking ahead in the cargobay, soldier and demonman bots tend to be painful when they decide to shoot at you through the small gaps on the top level.

    I currently run the map for testing on my server, and a simply converted version of the mannworks normal popfile is enough for a random team to fail. (while I already managed to deal with advanced popfiles on offical maps)

    As first responses were good from random people joining my server, I thought that I should put it up somewhere soon. But I still need some time before I'll upload it.

    There are many things to fix and improve... (many textures and models are placeholders) I'm eager to hear some responses and advices.

    :rolleyes: Next time I'll do the screenshots from spectator mode. ^_^
     
    Last edited: Aug 24, 2012
  2. Jetti

    Jetti L5: Dapper Member

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    Ooooh! Looks interesting!

    ...if a little too open...?
     
  3. GPuzzle

    GPuzzle L9: Fashionable Member

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    Well, let's try the hell of this map. I just love the idea, this is the last Mann Co. Base in the world, and the 6 last survivors of the original mercenaries are have to hold the scape vehicle. Wait, L4D2 campaing anyone?
     
  4. Jeremy

    Jeremy L11: Posh Member

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    You seem to be relying on props an awful lot to make up the layout. Unless you're using nodraw brushes inside the props you're probably gonna get some performance issues.

    The bomb zone looks interesting though.
     
  5. Mancs

    Mancs L1: Registered

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    Yes I'm trying to somehow brake the surface of the ship. Containers seems to be a simple solution to that. No performance issues, although I do have some serious compile times with vvis.

    Is it legal to extract the textures from the game? Then I could just create the containers as brushes.

    Aaaaand, nodraw inside props? How would that help? :)
     
  6. Prestige

    aa Prestige im not gay anymore

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    do bots take hopping from crate to crate well? also looks like you're gonna have some trouble with the tank fitting through areas but i might be wrong. the areas looks pretty cramped as well. i really like the idea. do the bots and tanks come on boats of their own? quick someone make carrier_boat stuff.
     
    Last edited: Aug 24, 2012
  7. Mancs

    Mancs L1: Registered

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    Nope the bots are hiding in the cargobay, in the front of the ship (while the bomb place is at the back)

    The tank takes its path in the sublevel, where I kept plenty of space.

    I had this wondering about boats and stuff, but there are plenty issues with it. (ladders, where to put the playernoclip, should the water be accessible and so on.) Well if the ship would be in a docking bay, it would make things different... I'll think about it. :)
     
  8. Jetti

    Jetti L5: Dapper Member

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    Yes. Put the ship in a port.
     
  9. Jeremy

    Jeremy L11: Posh Member

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    Actually, looking at that bomb site, how's a tank gonna get up there?
     
  10. Darkstar

    Darkstar L1: Registered

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    Looking forward to playing this.
     
  11. GPuzzle

    GPuzzle L9: Fashionable Member

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    There's an elevator
    Or something like that.
     
  12. Jeremy

    Jeremy L11: Posh Member

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    Uh. Okay.

    Props don't block visibility, but nodraw brushes do.
     
  13. Mancs

    Mancs L1: Registered

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    Hmm. Any drawbacks on that? Or why shouldn't I simply use tools/toolsblock_los? Atleast I can just use an exactly same sized brush (as the prop) with toosblock_los, as it does not effect 3d rendering. If I'm right. Right?
     
  14. Jeremy

    Jeremy L11: Posh Member

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    Because the Source engine thinks that players can see through props, everything behind the props will be rendered. And if your layout is made up mostly of props, there could be quite a lot being rendered at once even if the player can't actually see it. This may not be a problem in the early stages, but later on when you start adding more detail to the map, you may start experiencing some framerate issues.

    Keep in mind I say may. It might not be a problem, but you know. You can't be too careful.
     
  15. colacan

    colacan L5: Dapper Member

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    Reminds me of the CoD 4 map Wet Work (the cargoship).
    And it seems to be quite deep in the water, maybe lower the water slightly?
     
  16. tyler

    aa tyler snail prince, master of a ruined tower

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  17. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Occluders could be useful too in some places I think.
     
  18. Crash

    aa Crash func_nerd

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    Just keep in mind all of those will cut vis (that's the point, after all,) so be careful how you shape them. I'd recommend simple boxes when possible. No angles.
     
  19. TravisTouchdown

    TravisTouchdown L2: Junior Member

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    Have you done any more work on this map?
     
  20. UltimentM

    UltimentM L1: Registered

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    Man, this map looks cool!
    I was planning to do something similar but on an airship...

    BTW, if you need someone to help you with pop files, I can help!