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PL Vigil RC7

Single stage 4 point payload, originally made in the 2016 Winter 72 Hour Jam

  1. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    419
    Positive Ratings:
    441
    - Added alternate door to blu's first forward spawn
    - Changed some geometry around A (not game-play changing)
    - Detailed hut in the first courtyard
    - Added some signage around B for blu

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  2. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    441
    - Raised height of ceiling in cave to fix being able to see through the displacements while taunting (thanks MarioFan)
    - Changed sniper spot on C to make snipers more visible
    - Changed placement of resupply cabinet in red's final spawn
    - General bug fixes
    - A bit more detailing!

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  3. Lain

    aa Lain heath ledger with some dreads

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    I wish I could detail this so badly, it would be a fun time.
     
  4. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    I can't wait to get stuck into the detailing, but I'm trying to get some comp testing on it before I dive in too much with the detailing...
    Detailing should be good though, and I've been getting decent feedback from a server I frequent in Australia, so I know gameplay's not a total flop.
     
  5. Lain

    aa Lain heath ledger with some dreads

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    We have a custom maps server here? Does it get that many players?
     
  6. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Gets filled nearly (if not every) night. They aren't that friendly to new maps unless it plays well, and usually they should be detailed. (I managed to get this map in as I'm a regular) I think you joined it a few months ago and saw me on it (It's Smurfy servers).
     
  7. Lain

    aa Lain heath ledger with some dreads

    Messages:
    745
    Positive Ratings:
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    Ah, I had no idea that Smurfy ran custom maps, interesting.
     
  8. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
    419
    Positive Ratings:
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    - Blocked sightline on first by moving barn and extending wall out
    - Streamlined left path for blu out of first spawn
    - Raised height of walls around first
    - Added new hole in wall on first
    - Blocked drop-down into second tunnel before first is capped
    - Moved first cap further along cart path
    - Unclipped top of small building on second and added cover
    - Added shutter door on front of building containing red's first spawn
    - Moved ramp on third and third cap point further along cart path
    - Removed part of wall on third
    - Added another small wall on third to block sightline opened up by previous change
    - Raised height of blu's final spawn to help prevent camping
    - Removed rock outside final and replaced with building
    - Reworked red's final spawn to help prevent camping
    - Some more detailing

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    Last edited: Jun 8, 2016
  9. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
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    - Lowered secondary exit area of red's final spawn to negate sightline
    - When 3rd is capped, red gets a 1 second respawn wave time for 10 seconds, after which they get a respawn wave time of 9 seconds (down from 10)
    - Detailing around A
    - General logic cleanup
    - Increased size of concrete platform near C to allow teleporter placement

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  10. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    - Increased Blu Spawn Time when attacking B and D
    - Added some crates in right route from Blu Spawn to A
    - Cut off the corner of the platform on C
    - Added another doorway out of the room red come out of spawn into on C
    - Blocked off perch point on D
    - Some more detailing changes

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  11. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
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    Positive Ratings:
    441
    • Like Like x 1
  12. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    - Changed name from PL Dawns Vigil to PL Vigil
    - Detailing around last
    - Reworked Blu's first spawn to make it smaller
    - Added custom dome prop on top of final
    - Blocked routes around the map (over the deathpit) from 1st to 2nd and 3rd to final
    - Optimisation improvements

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  13. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
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    Positive Ratings:
    441
  14. Jekyllson

    Jekyllson L3: Member

    Messages:
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    Positive Ratings:
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    Aside from being a bit sad that the "Dawn" was dropped from Dawn's Vigil, I'm honestly really disappointed that it appears to take place during the middle of the day. I always imagined it as being the first TF2 map that would take place at dawn, with a cool early sunrise skybox and unique "wee hours of the morning" lighting throughout the map. Maybe I took the name too literally, but I was genuinely looking forward to seeing the map's final look. I hate to be "that guy", but is it too far along for you to consider altering the theme?
     
  15. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    The sun angle is basically set in stone, as it illuminates last in the way that I want it to currently, however the lighting colour might change when I do a lighting pass of the map. Also given that there will be mountains around in the skybox, I could have it so that the sun is just peeking over the top of the mountains rather than up in the sky.
    First though I'm concentrating on getting all of the base texturing done, and getting it to a state so that I can start focusing on the smaller details and the lighting which will bring the map together.
     
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  16. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Positive Ratings:
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    We are in Beta! (Screenshots in overview tab or on imgur)

    - Initial art-pass of whole map
    - Reworked some geometry to allow for detailing
    - Clipping improvements

    Still to do:
    - Add more props
    - Detail deathpits
    - Lighting pass
    - 3D skybox

    Known bugs:
    - Chicken wire texture in blu spawn doesn't extend the whole way
    - Nodraw just outside red's final spawn
    - No B sign on structure next to B point

    If there are any places that you are running into fps issues, please let me know.

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    Last edited: Dec 24, 2016
  17. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
    419
    Positive Ratings:
    441
  18. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

    Messages:
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    Positive Ratings:
    441
    - More details around the map
    - Some more prop fades (even more will come in later versions)
    - Minor geometry rework around deathpits (not gameplay-changing)

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  19. FunkEdge

    FunkEdge L3: Member

    Messages:
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    Positive Ratings:
    56
    hey, could I ask how you made the observatory! it looks so cool!
     
  20. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    I used blender, made a wireframe hemisphere, and thickened the edges to be actual solids. Then made another hemisphere, and deleted some areas of it, and solidified that to make it have both external and internal walls. Then made the opening, uv unwrapped the whole thing and painted it using photoshop. All the time I followed this tutorial by MaccyF, so big thanks to him.
     
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