- Jan 6, 2008
- 249
- 12
So I am finally going to post something against my better judgement. Oh and this post itself is a WIP. Gonna post the old CZ2 screenies first and then work in my new stuff.
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CanalZone2 Remake
Ok so I finally have gotten at least one of my buildings to the point that I am willing to post some screenshots. I've talked a lot about this level in many of my posts but I am going to present the whole concept here. I will also post screens from the original map so ya'll can see how the two stack up.
Map Concept:
- Five control points, all neutral to start, all cappable
- Need to carry your flag to the cp's to capture them. Each team has 3 flags.
- Flag carrier in the original was slowed, debating on using speed penalty for TF2 version.
- Scoring system was gradual, for every 30 seconds a cp was held, a point was awarded.
- Win by: scoring 100 points OR by capturing all 5 points.
- A very open (non-linear) layout, multiple routes avaiable to get to all points.
TFC version of CZ2 screenshots:
The map is a mirrored affair. First screenshot shows you the basic layout. I'll refer to the numbers to try and explain the other pictures. Blue and red bases are colored respectively.
- Flagroom Map/Layout
- Flagroom
- Base interior, Base exits, View from battlements
- Base exterior, Outside base looking at Point 5
- Inside Point 1, Still inside 1, Inside Point 5
- Inside Point 2, Still Point 2
- Sewers area between point 2 and 3 (sewers proper run under 3)
- Center Point (Point 3)
My stuff so far:
Well so as you see from the screenshots the buildings were very blocky, all a bunch of retangles mainly. Not very realistic at all. I have tried to update. Also there was a heavy reliance on crates in TFC version. I am trying to find creative ways to replace some of the crates, although i will want to have a few (these places look like warehouses after all.)
To-Do:
1) How do i replace all those crates?
2) Need to work on the roof of each base, currently its cut off
3) Need to work on the flagrooms for each base
4) Lighting and Optimization (yeah havent gotten that far)
5) Lots of texture work to be done.
Completed:
1) Team scoring system works
2) Display in % for each team score displayed constantly
3) Basic layout for map is done
So some screenshots:
Layout:
Blue Warehouse (Point 5)
Center (Point 3) - Here you can see my crate dilemma. In the original this area had lots of crates, both down below and in the upper area as well. I need a way to fill the space without using an overwhelming number of crates, but the models I can use dont really work it doesnt look like.
Red Warehouse (Point 1)
Heh in retrospect these pictures look pretty pathetic. Theoretically lighting should make a difference, but I am somewhat discouraged at this point. The overall look is not very TF2-like.
===========
CanalZone2 Remake
Ok so I finally have gotten at least one of my buildings to the point that I am willing to post some screenshots. I've talked a lot about this level in many of my posts but I am going to present the whole concept here. I will also post screens from the original map so ya'll can see how the two stack up.
Map Concept:
- Five control points, all neutral to start, all cappable
- Need to carry your flag to the cp's to capture them. Each team has 3 flags.
- Flag carrier in the original was slowed, debating on using speed penalty for TF2 version.
- Scoring system was gradual, for every 30 seconds a cp was held, a point was awarded.
- Win by: scoring 100 points OR by capturing all 5 points.
- A very open (non-linear) layout, multiple routes avaiable to get to all points.
TFC version of CZ2 screenshots:
The map is a mirrored affair. First screenshot shows you the basic layout. I'll refer to the numbers to try and explain the other pictures. Blue and red bases are colored respectively.
- Flagroom Map/Layout
- Flagroom
- Base interior, Base exits, View from battlements
- Base exterior, Outside base looking at Point 5
- Inside Point 1, Still inside 1, Inside Point 5
- Inside Point 2, Still Point 2
- Sewers area between point 2 and 3 (sewers proper run under 3)
- Center Point (Point 3)
My stuff so far:
Well so as you see from the screenshots the buildings were very blocky, all a bunch of retangles mainly. Not very realistic at all. I have tried to update. Also there was a heavy reliance on crates in TFC version. I am trying to find creative ways to replace some of the crates, although i will want to have a few (these places look like warehouses after all.)
To-Do:
1) How do i replace all those crates?
2) Need to work on the roof of each base, currently its cut off
3) Need to work on the flagrooms for each base
4) Lighting and Optimization (yeah havent gotten that far)
5) Lots of texture work to be done.
Completed:
1) Team scoring system works
2) Display in % for each team score displayed constantly
3) Basic layout for map is done
So some screenshots:
Layout:

Blue Warehouse (Point 5)



Center (Point 3) - Here you can see my crate dilemma. In the original this area had lots of crates, both down below and in the upper area as well. I need a way to fill the space without using an overwhelming number of crates, but the models I can use dont really work it doesnt look like.


Red Warehouse (Point 1)



Heh in retrospect these pictures look pretty pathetic. Theoretically lighting should make a difference, but I am somewhat discouraged at this point. The overall look is not very TF2-like.
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