Tempest

Discussion in 'Map Factory' started by Wraith411, Oct 17, 2009.

  1. Wraith411

    Wraith411 L1: Registered

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    Hello all,

    Tempest is a single round payload map a tad smaller than badwater. It is being developed by a team of game designers from the VFS Game Design program. We said we wanted to do a TF2 payload map after we graduated so we are :)

    There is a bunch of info including progress videos and screen shots available on our progress blog at http://tf2tempest.wordpress.com/.

    Our map is running 24/7 at 216.6.236.112:27015.

    Our "official" open Alpha release will be ready by our next test session. At this point we have done a bunch of closed Alpha Test sessions and now are seeking more feedback. We hope some of you and your valued opinions will come push little cart with us and our existing test crew.

    The version up has some known issues.
    -Some of the spawn room team barriers are not in. (Fixed by next week)
    -The awarding of points is wonky. (We are gonna tear out the cart we have and replace it with Boojum Snark's one from his toolkit of radness)
    -The end of the round some times "hangs" (ditto)
    -You can see the "back" of the map due lack of a 3D skybox. (low priority atm)
    -Its slow due to a fast compile. (full complie for next week)

    Art and lighting has a long way to go yet.

    Our goal is to get this map into regular rotation and if we are right full of awesome included in a upadate.

    [NOTE : I guess we jumped a the gun a little...Lighting and better screenshots to be added ASAP :) ]
     
    Last edited: Oct 17, 2009
  2. The Political Gamer

    aa The Political Gamer

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    No full bright, put in some lights! Also the ground/wall textures need to be replaced, they look very ugly.
     
  3. Wraith411

    Wraith411 L1: Registered

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    We have not done any lighting yet and the textures are very rough at this point along with art in general. In some cases this is due to large 3D art assets that are still being made.

    -W
     
  4. lana

    aa lana Currently On: ?????

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    Think of your WIP thread like a very early trailer. Have you ever seen a movie trailer where the light work hasn't been done yet? No. Lights come before you show anything.
     
  5. Wraith411

    Wraith411 L1: Registered

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    Fair enough.

    I'll take this down if a lighting pass is expected before posting a map here. Is it?

    The idea was to get more testing in before starting to do art and a lighting pass. That way we don't have to go back re do art and light if we need to change things.

    Is there a better place to put up notice that we are looking for testers and the map is up for those who are interested?
    -W
     
  6. lana

    aa lana Currently On: ?????

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    Fuck no. Add lighting.
     
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  7. Wraith411

    Wraith411 L1: Registered

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    Lol roger that, thanks for the heads up. I was going to take this down but apparently there is no delete button oh well onwards and upwards. Hopefully we can get a basic lighting pass hustled off in a few days.

    @ Nerdboy A question how do you take good screen shots? The ones you have up for your map are quite good. Did you take them in the editor or in game? If you take them from Hammer can you tell the editor to not draw the big colored blocks around the props?
    -W
     
    Last edited: Oct 17, 2009
  8. Ankh

    Ankh L3: Member

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    in hammer, under the 3D view settings you can make it draw props at greater distances
    Regardless, it's still a good idea to take them in-game
    just turn your hud and viewmodels off
     
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  9. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    Never, take screenshots in Hammer Editor, unless they're for rushed demonstrations of what you're currently doing.

    [ame="http://forums.tf2maps.net/showthread.php?t=4223"]Taking the Best Possible Map Screenshots[/ame]

    Above is a useful thread for what you want to know. But just this won't make your Screenshots look nice, you'll need some lighting..
     
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  10. Wraith411

    Wraith411 L1: Registered

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    Thank you both.
    -W
     
  11. Seba

    aa Seba DR. BIG FUCKER, PHD

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    If you're testing for gameplay and such for now, I'd recommend using dev textures. They don't look that horrible, and are a sort of tradition for alphas.
     
  12. absurdistof

    aa absurdistof

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    I'm really excited to see a map being worked on by a team! Hopefully this will be as awesome as it sounds!

    Btw: Fullbright/in hammer screenshots aren't that bad, anything past "Wow no fullbright/hammer plz" I think is a dramatization.

    I can't wait!
     
  13. dr_digital2

    dr_digital2 L1: Registered

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    This map looks nuts (in a good way.)

    Fullbright screen shots aren't a big deal, I look at the screen shots to see what the map looks like. Its not like you need to have to see the textures in high quality. I think right now you should focus on the shape of the map. But on a side note, you should use less brick textures. And make a custom bridge cover (instead of the 2fort one).
     
    Last edited: Oct 18, 2009
  14. Wraith411

    Wraith411 L1: Registered

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    Yeah we were talking about the brick brick everywhere a brick brick thing on the buildings and we going to mix in more concrete and wood. Some set dressing seems to be helping as well.

    The 2fort bridge is already gone we agreed it was to iconic by half.

    Hope to see some of you on Thursday.
    -W
     
  15. Wraith411

    Wraith411 L1: Registered

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    Hey all apologies to those who were trying to get on the server. The password is now removed we will be testing for the next hour (It's 7:15 PST atm) our so if you want to come on out and play the latest build.
    -W