the rock

Sacrifist

L3: Member
Nov 21, 2007
130
7
Wow, what's your map packing to fill up the brush memory that much? I'd suggest compensating area's of needless detail to even your map as a whole and put detail where it is needed elsewhere. Those windows for example, along with the inner curved watch tower walls, they are nice, but needless eyecandy that isn't complimented well by the rest of your map or its theme. You could simply have it a square-ish design with a diagonal corner with a window model in it IE click. It would be appropriate, wouldn't look terrible and would probably consist of about 10% of the original brush and brush face count.

Or perhaps choose a better texture because a brick wall doesn't look right curved like that. Concrete would look less fake.

If i were to have done that yard, i would have made it sandy, doable with 1 displacement and made the path by placing planks of wood in the sand as path guides (either side of path, skewing the angles slightly and leacing a small gap between each plank so they arn't perfect-clean and monotonouse in appearence. The sandy theme has complimentary rock models at hand hand as well to litter your empty yard with.
why would there be sand or wooden planks in the middle of a prison? Its a prison yard dude, not a beach house lol.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I hope Im not sounding too critical here....

Im remembering back to the playground when I was a kid. Think sand and sideways telephone poles... that would work great! Either way, this is just nit picking a matter of opinion and no one is right....
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
Ill probably leave it as is for now since it will be released as a b1. If something gets me intrigued to make significant changes to the paths in the yard then it will be done.
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
After checking with some other players, I found out that my brightness settings were set to 2.0 and it seems default is 2.2. After resetting my brightness, I did indeed have to add a few extra lights to the yard corners. Waiting on just a few images and then this map will be released as a beta.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Hey did you update your pics yet or is it still the same? I cannot believe you reached the brush limit.
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
Brushes are at 86%, Entdata is at 98% and no I havent updated the images.
 
Last edited:

Sacrifist

L3: Member
Nov 21, 2007
130
7
Here is an updated image of the Red team's yard. Beta 1 will be released by this weekend.
rock2b1redyardpn7.jpg
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
DOWNLOAD ROCK2_B1 HERE!!!

=====================================================================

Title : Rock 2
Filename : rock2_b1
Authors : Sacrifist, Hiya!, KUSA
Email : admin(at)cgc-online.net
Description : Team Fortress 2 Capture the Intel map
Recomended # of players : 24-32

=====================================================================

Objective:
Your team must steal the enemy's intel that is located in their warden's office (behind the bookshelf) and take it to their gas chamber.

Other Notes:
A team can open an alternate route under the yard by blowing up
the barricades in the underground tunnels. You can also access the shower room through the tunnels.

- How to Install Map
Place the .bsp file into below directory (ex. default installed directory)
C:\Program Files\Steam\SteamApps\(your account name)\team fortress 2\tf\maps

rock2b10ii6.jpg

rock2b11qi6.jpg

rock2b12sw4.jpg

rock2b13sb0.jpg

rock2b14ar2.jpg

rock2b15fn0.jpg

rock2b16pm5.jpg

rock2b17bi0.jpg

rock2b18gq7.jpg

rock2b19ut3.jpg
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Congrats :)

This was an old favourite from TFC, could be very difficult to cap tho.

Anyway had a runaround on my own...

- Authentic TFC style
- Like the weather/thunder
- Custom textures/props look good


- Its overly plain, needs a tonne of detail work (imho)
- The lifts need some work
- The carpet has to go :)
- Too dark
- The signs should be shiny gold not static reflection!
- More dramatic lighting need for cell areas
- Could be really hard to cap!
- May need an extra route to get key as theres no conc'ing to upper floor anymore
- No space for SG's under water entrance/exit ramp
- Might need to add some yard props to allow some cover in fights
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
Played it today. You've got a good start my biggest note is make it brighter. Also, the spotlights should light up whenever anyone goes through it, otherwise spies are at a huge disadvantage.
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
Played it today. You've got a good start my biggest note is make it brighter. Also, the spotlights should light up whenever anyone goes through it, otherwise spies are at a huge disadvantage.

I tested the brightness at so many levels and the way it is now looks the overall best for the environment. Its supposed to be dark but managable and I think it is but Ill run some more tests again.

Im not sure how making the spotlights work for both teams would make any difference. Spies are gonna have to sneak through with teammates to go unnoticed. Even if the lights did come on for either team, the spy will still end up running into the enemy. They are gonna be at a disadvantage from that aspect regardless. If there were some class specific filters, I would filter the spy out, but there isnt unless I missed the memo. You can thank Valve for that lol.
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
I tested the brightness at so many levels and the way it is now looks the overall best for the environment. Its supposed to be dark but managable and I think it is but Ill run some more tests again.

Im not sure how making the spotlights work for both teams would make any difference. Spies are gonna have to sneak through with teammates to go unnoticed. Even if the lights did come on for either team, the spy will still end up running into the enemy. They are gonna be at a disadvantage from that aspect regardless. If there were some class specific filters, I would filter the spy out, but there isnt unless I missed the memo. You can thank Valve for that lol.

I think it's a good idea to make it dark but managable, we need to be able to tell what team people are on though. As it is I can't, but that might be because I'm retarded :)

I think making it function for both teams would be the best course of action, that way a spy could at least pretend that he's retreating. I agree that he's in tough shape regardless, but if it only lights up for enemies there's no question in your mind at all, where as if it functions for both you have at least the off chance that someone believes your retreat feign.

Not to mention once you get past the main door you have the other 2 doorways. If the spy can sneak in there without being caught then spotlights going off for both teams would make him running around back there more believable instead of "oh look my teammate just set off the all knowing spy detector" ;)

I think you're right that the spotlights make it tough for spies, which imo is a cool aspect, makes sneaking in harder. Lets cut them a LITTLE slack though ;)
 

Kirko

L2: Junior Member
Jan 16, 2008
58
0
Putting the spot light for both teams would be dumb. The spotlights would be on 24/7. The spy will just have to sit in the yard until no1 is there or go underneath. I liked the map. It needs the desk in the warden's office though behind it to be a safe zone where the gas doesn't kill u like in the original Rock2. I don't like the computer thing inside the door where the protective "helmet?" is. I wasn't expecting that at all when I first saw it open.

Also I would like to add the darkness of the map is fine. I like it. Maybe ur brightness or contrast is really low because I could see just fine.
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
Putting the spot light for both teams would be dumb. The spotlights would be on 24/7. The spy will just have to sit in the yard until no1 is there or go underneath. I liked the map. It needs the desk in the warden's office though behind it to be a safe zone where the gas doesn't kill u like in the original Rock2. I don't like the computer thing inside the door where the protective "helmet?" is. I wasn't expecting that at all when I first saw it open.

Also I would like to add the darkness of the map is fine. I like it. Maybe ur brightness or contrast is really low because I could see just fine.

The spotlight, as I recall, doesn't only point at the front door that's the problem. There's one pointing at all the doors, meaning a spy can't move around after he's infiltrated. That's the problem.

Maybe my contrast is down but all other maps look just fine so if I was to adjust my contrast they'd look really bright. It's kind of a pain in the ass to adjust your contrast for one map.
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
Default is 2.2 for brightness. I was actually using 2.0 (which is brighter) as my setting for all the other maps. If you have it lower 2.2, then you must really like the maps to look dark or maybe its your monitor settings. There have been a few that have said its to dark but most have said that its fine. There is 1 entry that a spotlight doesnt point at and that is the gaschamber entry. But I have to agree with Kirko, having them comeon for both teams would be spotlight overkill. I kinda like the fact that its really hard for spies. Im sure you can tell I dont play the spy class haha. But if I were to even the playing field for them, I would probably just remove the spotlights but I dont think that would be a good idea.


I don't like the computer thing inside the door where the protective "helmet?" is. I wasn't expecting that at all when I first saw it open.

Gotta put something there, otherwise players could lock themselves in the little gasmask rooms. I could of just made it a wall but that would be a bit boring really. If I had a modeler, I would of had them make a custom gasmask station. Unfortunately, I dont.