CP wetstone

Discussion in 'Map Factory' started by re1wind, Nov 3, 2011.

  1. re1wind

    aa re1wind

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    took the husk of a planning map from the assymetric competition, and pushed it into a working alpha state.


    Intended to be similar to cp_gorge.
     
    Last edited: May 16, 2012
  2. re1wind

    aa re1wind

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    reservededed
     
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    Last edited: Dec 7, 2011
  3. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Looks like it might be a tad open in the second picture, but hard to tell.

    I love the geometry.
     
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  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    It better be raining and have wetstone shaders.
     
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  5. tyler

    aa tyler snail prince, master of a ruined tower

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    whetstone, unless the name is a pun.

    looks awesome though
     
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  6. re1wind

    aa re1wind

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    i'll think about it grazr ;)

    Photobucket image. sue me. will get dropbox up when i'm ready to release this map unto the internets.

    [​IMG]
     
  7. re1wind

    aa re1wind

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    removed one of the routes and made the route known as 1 above a drop down from the red side, making it only usable by soldier/demomen/scouts. and engineers with teleporters.

    Created a side route behind point A to give the corner more use, more flanking options, etc.

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    A

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  8. YM

    aa YM LVL100 YM

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    I approve of the placeholder rocks in this map and the nice chewy fog, reminds me of schism
     
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  9. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

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    [​IMG]
    Am I doing it right?
     
  10. re1wind

    aa re1wind

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    I think so yes. ^_^

    cp_whetstone would be something along the lines of a medieval mode map.

    could always rename the map to cp_wet_stone.

    Now to turn those brush rocks into models...
     
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  11. re1wind

    aa re1wind

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    rock 1 modeled and baked. Now to do lods, texture, and collision mesh.


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  12. re1wind

    aa re1wind

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    Cautiously going to stick with this shade.

    tertiary colours are a dull green for foliage and a dull, almost pastel purple (shadows? ambient light?)

    complimentary colour is a turquoise-esque colour (water? spot lights? rain? river?)

    Blu spawn covers part of the blu palette but that is restricted to the starting area. hmm.

    mmm decisions decisions.

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  13. Pocket

    aa Pocket func_croc

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    OK, I can already tell you made the most common mistake people make when creating textures for their custom models: telling your VTF conversion tool to "sharpen" its mipmaps. This creates light outlines anywhere the textured part of the image meets the black background, which are visible in your screenshot as visible seams where some of the faces come together. The trick is to always select "None" in the sharpening method. I'd also recommend going back into the map after that to make sure the black isn't showing (in which case you will need to extend your texture into the black a bit).
     
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  14. re1wind

    aa re1wind

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    THANK YOU. Was wondering why that was happening as it was causing lots of anguish and problems.

    I can deal with the black background as thats done when baking AO, which i use as a base for textures.

    I can't give you enough thanks for that.

    edit:

    Attempted turquoise glowing water which came out worse than expected. meh.

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    Last edited: Nov 6, 2011
  15. re1wind

    aa re1wind

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    Thinking of renaming this to redstone, or bloodstone, with canyon, gully, valley, or another descriptor attached to the end. i.e. bloodstone gully, redstone canyon, crimson valley, etc.

    current sky doesn't help with the colour palette either. need me a clear vibrant sky.

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  16. -=[D.A.W.H]=-

    -=[D.A.W.H]=- L1: Registered

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    hey, NICE MAP,BUT you shold adda lot of old wood houses instead of concrete buildings.

    your map pictures is like a mapping tutorial!

    the picture shows for to make cool cliffs!

    i hope this gets into the game!
     
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    Last edited: Nov 9, 2011
  17. re1wind

    aa re1wind

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    thank you. :)

    a2 candidate. spawn times have been reduced, pick-up items altered, started displacement mapping, and basic texture pass.

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  18. Sergis

    aa Sergis L666: ])oo]v[

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    nooooooooooooooooooooooooooooooooooooooooo
     
  19. re1wind

    aa re1wind

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    word.
     
  20. re1wind

    aa re1wind

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    A3 images.

    Mid section *completely* redone, along with the area around CP A.
    ligh_env needs to be taken down a notch or three, and/or find a more appropriate skybox texture.

    enjoy teh purty changes, doom ^_^

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