Trapped

Discussion in 'Map Factory' started by bakentake, Mar 23, 2009.

  1. bakentake

    bakentake L1: Registered

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    An underground mining "rest stop". While it once served as a place for miners to pause, refill their supplies, then go deeper into the mine. It is no longer the case, an improperly placed stick of dynamite and the tunnels into and out of the stop collapsed. Leaving a considerable number of people stuck at the stop. However they have begun fighting amongst themselves, divided the area in half and taken up arms. Eliminate the other team before they get rid of you.


    Goals for a2:
    *Place More Objects into empty areas.
    *Make the "collapsed" caves at doorways marked by support beams.
    *Lighting objects
    *Displacements.
    *Tunnels.
    *Find a better fitting ground texture.
    *Replace second ramp (to highest level) with a ladder?


    Screenshots last updated 03/30/09 8:28 PM.


    I am always open to suggestions/feedback/advice, whatever your willing to give.
     
    Last edited: Mar 31, 2009
  2. bakentake

    bakentake L1: Registered

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    Updated Post, Added Screenshots (map has lights!).

    Currently:
    Searching for models to add into the map, for both cover and interest... then I will probably upload it unless anybody sees something majorly wrong that I should change.

    The prop library wont show any of the props for me so I'm stuck looking through. :(

    Maybe somebody knows how to fix that problem?
     
  3. Sgt Frag

    Sgt Frag L14: Epic Member

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    I think you could add alot to it. Would be more fun if it feels like a real enviroment.

    Get Boojum Snark's ABS prop library. Its a vmf, you can open along side your map and copy/paste and tf2 object from it.
     
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  4. savageindigo

    savageindigo L1: Registered

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    I agree with SGT Frag. Open up the prop library and populate your level! Even making hanging lanterns or lights would make the space feel a little more resolved.

    Also, check out this interview with one of the guys who worked on goldrush and badwater
    http://forums.tf2maps.net/showthread.php?t=4755&highlight=dario
    He's got a lot of great advice. My favorite piece was considering the player and the different classes in every footstep they might take in your level, by placing prop_static or prop_detail ragdolls of the classes where they might be good or strong. It helps you plan out where different classes excel and where you need to do some fine tuning and balancing. Also, placing the ragdolls and building around them really gives you a sense of scale and how to make the player feel.

    Just my 2 cents. Keep it up!
     
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  5. Pink_Panther

    Pink_Panther L3: Member

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    having only looked at your screenshots(dont have a lot of time right now), I would recommend making the rooms feel small. Low cielings, close walls, rafters that bring it all tighter. After all, it is a cave and nobody wants to dig out more than absolutely necessary.

    something that would be interesting to see would be making side tunnels really bendy so people just pop out in front of you around corners. could really scare the shit out of people when they are husseling around and someone shows up in their face. But, its just a thought.

    Its a fun idea that you have there.
     
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  6. bakentake

    bakentake L1: Registered

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    Hey, Thanks for the comments. Those we're early screenshots right after I put the lights in I've started adding models, though I couldn't find a lantern. For some reason when I open the prop library and no props show up, I probably did something wrong but I don't see how.



    Very true, I still need to do displacements to make it all roundish because nobody digs a square hole like that. :p I think with the displacement it should make it feel smaller, I just wanted to get everything else in and working before I went through displacements then found out I have to change something majorly and redo all the displacements. And rafters/supports are likely to come in, if not in the a1 in a release soon after.

    I've considered tunnels but I don't plan on including them yet, but I think I will probably add them in later. Crouch tunnels or tunnels you can actually run through?



    Added new screenshots, and theres a problem with one of my prop_statics, the rubble it has deep black surrounding it and I have no clue why, perhaps its just the shadowing from the lights?

    Thanks for all the feedback I'll try and implement it.
     
  7. savageindigo

    savageindigo L1: Registered

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    For th prop library, on the right, you will see a box labeled vis with two tabs "User" and "Auto". You have to turn on the ones that you want to see by checking the boxes.
     
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  8. Owlruler

    Owlruler L12: Fabulous Member

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    with the prop libary, look in the bottom right corner of your screen in the visgroups box, select some and that should make some props appear.

    EDIT: ninja'd
     
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    Last edited: Mar 27, 2009
  9. Pink_Panther

    Pink_Panther L3: Member

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    Crouch tunnels? never thought of that one. Definatly a really cool idea. Some players may complain, but players will aways complain if its not 2fort. Will love to see what you pick.

    deep black could be the lightmap scale on the surrounding areas. If i remember right there should be an option to turn off 'cast shadows' if you really want. But it may look wierd if a rock doesnt cast any shadow and theres a light directly on the other side of it.
     
  10. Uriak

    Uriak L8: Fancy Shmancy Member

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  11. bakentake

    bakentake L1: Registered

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    Yea I just disabled shadows on the rocks, hopefully shouldn't be too noticeable, though I'm not sure that I want to keep the rubble in right now or just add it in later on.

    I'll add in tunnels before I release the map, but need to get a couple more props for cover in the empty areas, not sure what to include there though.
     
  12. bakentake

    bakentake L1: Registered

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    Uploaded Alpha1.

    If you get the chance to test it and leave feedback it would be much appreciated. :)

    Thanks in advance.