Vigil

PL Vigil RC10

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Lain

lobotomy success story
aa
Jan 8, 2015
723
757
I wish I could detail this so badly, it would be a fun time.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
I wish I could detail this so badly, it would be a fun time.
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.
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
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.
We have a custom maps server here? Does it get that many players?
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
We have a custom maps server here? Does it get that many players?
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).
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
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).
Ah, I had no idea that Smurfy ran custom maps, interesting.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
- 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

Read the rest of this update entry...
 
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theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
- 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

Read the rest of this update entry...
 

Jekyllson

L3: Member
Jun 20, 2015
115
67
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?
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
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?
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.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
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.

Read the rest of this update entry...
 
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FunkEdge

L3: Member
Jan 14, 2017
143
59
hey, could I ask how you made the observatory! it looks so cool!
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
455
458
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.