Wildmire

Discussion in 'Map Factory' started by Zipok, Nov 21, 2009.

  1. Zipok

    Zipok L2: Junior Member

    Messages:
    96
    Positive Ratings:
    5
    Are you prepared?! The long-awaited map is here! Behold the official release of cp_wildmire_b3 – finally yours to play!

    cp_wildmire: A Badlands-style control point map, which features the awesome custom Swamp theme by the TF2maps.net folks.

    “nautti: I really like the fresh look and feeling in this map. There are many little details and tricks for different classes to find and use. There is some height differences, few different routes and lots of sneaky stickytraps. I really give the credit for these guys that they have tried to create a good 6vs6 map for competetive games and they sure have succeeded in that.”

    360° PANORAMA PICTURE from CP2:
    Click.

    Thanks to:

    Tarmo- : His work with the map has been really important (especially the visuals on cp2!) Without him the map would still be in alpha. He has the useful skills and contacts a mapper needs which I happen to lack. :) Earned my respect here, thanks!
    Arnold
    Catching Bullets-team
    ETF2L.org
    Petsku
    Springer
    TF2Maps.net
    TF2.fi
    Finnish pickup players
    All those who helped with pre-beta versions.
    Jonni

    P.S. Remember that this is still beta. bugs may be lurking somewhere, and the map still completely lacks something like a 3d skybox. All the issues are something that will get sorted out eventually during the progress towards the finalized version. But for now, I ask you to inform us about things you feel to need a fix here, and just to enjoy the gameplay the map provides. :)
     
    Last edited by a moderator: Jul 24, 2010
  2. TMP

    aa TMP Abuser of Site Rules

    Messages:
    948
    Positive Ratings:
    551
    Can I yell at you for making gullywash-style points? D:

    Because this map looks like gullywash at the points. It's CLEARLY arnold inspired :p (I don't think that's a bad thing)
     
  3. Zipok

    Zipok L2: Junior Member

    Messages:
    96
    Positive Ratings:
    5
    I took a bit of inspiration from well, badlands, and gullywash to the middle, a bit from badlands and gully to 2nd, and cp1 I consider something that slightly resembles badlands, but not at all actually once you play it.

    But actually only things that somewhat resemble gullywash, are the capture zones on middle and CP2, the gameplay there is SO different tbh. :)
     
  4. TMP

    aa TMP Abuser of Site Rules

    Messages:
    948
    Positive Ratings:
    551
    I look forward to seeing the differences and seeing how they play.
     
  5. gamemaster1996

    gamemaster1996 L13: Stunning Member

    Messages:
    1,065
    Positive Ratings:
    131
    How do you make 360 panorama's?
     
  6. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    This looks really, really good. Can't wait to try it out.
     
  7. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    Great looking control points. They look like they'd be barrels of fun to play.
     
  8. Zipok

    Zipok L2: Junior Member

    Messages:
    96
    Positive Ratings:
    5
    I don't know. :) The awesome Springer did those for us.
     
  9. gamemaster1996

    gamemaster1996 L13: Stunning Member

    Messages:
    1,065
    Positive Ratings:
    131
    Can you ask him?
     
  10. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    27
    setang # # #; jpeg

    0 0 0
    0 60 0
    0 120 0
    0 180 0
    0 240 0
    0 300 0

    -60 0 0
    -60 60 0
    -60 120 0
    -60 180 0
    -60 240 0
    -60 300 0

    60 0 0
    60 60 0
    60 120 0
    60 180 0
    60 240 0
    60 300 0

    -90 0 0
    90 0 0

    so basically:
    bind somekey "sv_allow_wait_command 1; setang 0 0 0; jpeg; wait 10; setang 0 60 0; jpeg; wait 10; setang 0 120 0; jpeg; wait 10; setang 0 180 0; jpeg; wait 10; setang 0 240 0; jpeg; wait 10;setang 0 300 0; jpeg; wait 10; setang -60 0 0; jpeg; wait 10; setang -60 60 0; jpeg; wait 10; setang -60 120 0; jpeg; wait 10;setang -60 180 0; jpeg; wait 10; setang -60 240 0; jpeg; wait 10; setang -60 300 0; jpeg; wait 10; setang 60 0 0; jpeg; wait 10; setang 60 60 0; jpeg; wait 10; setang 60 120 0; jpeg; wait 10; setang 60 180 0; jpeg; wait 10; setang 60 240 0; jpeg; wait 10;setang 60 300 0; jpeg; wait 10; setang -90 0 0; jpeg; wait 10;setang 90 0 0; jpeg; wait 10"


    then you need program called "Autodesk Stitcher", which stitches those pictures together and makes a .mov file of the screenshots.

    Stitcher tutorial how to combine the pictures to a 360 panorama pictures: Click here.
     
    • Thanks Thanks x 4
    Last edited: Nov 29, 2009
  11. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    [​IMG]
     
    • Thanks Thanks x 2
  12. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    27
    added the stitcher tutorial to previous post, but its here also: Click here.
     
  13. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

    Messages:
    354
    Positive Ratings:
    173
    Whoa now. O_O

    Looks both gorgeous and well-designed! This has progressed so much since it was rocketsilo! I'm going to load it up right this instant. :3

    EDIT:

    I've been through it and I'm very impressed! I've always liked the overall layout and seen its potential, and it feels quite well realized so far. You certainly haven't fallen into any of the traps that other maps trying SO hard to be competitive have.

    Last feels very defendable but not a ripoff of Badlands, not too many routes, interesting mechanics with the window, etc. It *feels* very closed in but I imagine that in future versions you can do something about that, whether it's larger doorways in key places or higher ceilings, I don't know. The beams in the roof at the upper level by last are lovely!

    2nd is an amazing vista, I very much like the swampy area outside the map as well as the rocket plateau in front of the CP (that's my favorite spot so far). The only issues I think 2nd may have are the gimmicky two floor CP zones issues that Gullywash seems to have, and the fact that a scout could potentially circumvent 2nd entirely (very much like Badlands, but I have no clue if it will work here). I see a lot of badlands in the map so far. :p

    Transitioning to middle, I start to see problems arise. First off I ran into a lot of clipping issues (pun intended), the walkway from the house to the upper entrance on the side is very skinny, and there is also an overlapping brush under the other upper-entrance to mid.

    To be honest the layout at middle has always made me wonder a little. It feels extremely different than other mids because it's basically a round arena... I feel like even if you were to visually add some open air to one side of the CP, you would improve navigation and also increase the airshooootsing potential, if you know what I mean. :D I think on the side where there's only one entrance to mid, from the rocky plateau area by the small health pack, you should just tear out that building above the doorway to create said space.

    Can't wait to try it! :E
     
    • Thanks Thanks x 2
    Last edited: Nov 21, 2009
  14. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    27
  15. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    I have an idea of how you can make the last point feel more open. Let me doodle something and I'll post it here in a minute.

    EDIT:

    Add a steeple or something here to give the room a little more personality
    [​IMG]

    A window here would open the room up a little more
    [​IMG]
     
    • Thanks Thanks x 1
    Last edited: Nov 23, 2009
  16. Zipok

    Zipok L2: Junior Member

    Messages:
    96
    Positive Ratings:
    5
    Certainly agreed on that, but I've got a complete cp1 layout change coming up for _b2, and that itself shall open up the point :)

    I respect your effort though, would definitely do those suggestions if I decided to stick with that layout!

    EDIT: Actually.. perhaps I shall make the roof a bit more spacious, would definitely remove the remaining feelings of claustrophoby.
    EDIT 2: .. Maybe for _b3. ^^
     
    Last edited: Nov 29, 2009
  17. Zipok

    Zipok L2: Junior Member

    Messages:
    96
    Positive Ratings:
    5
    _b2 is out, get your copy of the map while you still can!
     
  18. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

    Messages:
    354
    Positive Ratings:
    173
    While we still can?
     
  19. The_Ulf

    The_Ulf L6: Sharp Member

    Messages:
    399
    Positive Ratings:
    112
    They're going fast!

    Seriously, though - this looks pretty damn solid and I love that you have those 360 panorama's - I don't think I've seen anyone else do it but now that it's there it seems like probably the most efficient way to show off your work on the site. Awesome!

    Your displacements have turned out looking really good in the lighting you've set up. In the cp3 panorama, I was wondering - do you have env_sprite glow entities over the lit windows? That's a cool idea!
     
    • Thanks Thanks x 1
  20. tarmo-

    tarmo- L3: Member

    Messages:
    108
    Positive Ratings:
    27
    Yes, before the b3 is released! Horry!