[WIP] CP_Depot

Discussion in 'WIP (Work in Progress)' started by Koei, Mar 6, 2008.

  1. Koei

    Koei L4: Comfortable Member

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    This is the map I'm working on with a friend. It is in very early stages. It will be a 4 CP map with 4 main rooms. Red will defend, and Blu will attack. We are still in doubt how we are going to split the map gameplay wise. Do we want a multi-stage map? Or just one long haul towards the enemy base? Maybe some short forced break half-way the map? The map is aimed at 24 players, but we will make sure 32 players also can have some fun.

    The story of the map is that Blu finds out that Red is mining BluTonium to build some bad ass rockets. Blu doesn't like this, so they decide to do something about it. They start out in a mining village, go through a mining area, end up at a train yard which then connects to the underground missle depot.

    Here are some screens of the 2nd part of the map, the mining area. Still figuring out where I want to create choke points etc. and how to create those (building? rocks? walls?) because it's still very open.

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  2. Scoobingsthe2nd

    Scoobingsthe2nd L4: Comfortable Member

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    way too dark. Other than that basic architecture looks there, just add more details (obviously) and make it a ton brighter.

    You want people to be able to tell what side other people are on.

    *edit* middle screenshot looks a bit too open, and too sniper friendly. I'd try tightening it.
     
  3. Koei

    Koei L4: Comfortable Member

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    I'm aware it's to dark. It's just temp lights there :) (I was in doubt if I should have posted that in the first topic, but it seemed obvious to me). It won't be very bright though (it's still a cave). Think ...uhmm... Quarry brightness (the 2nd screen?). I might add some dark corners though, for the looks and to give spies a place to hide/decloak) The part with the buildings in pretty much done. The other part still needs something to fill the space with (edit: yeah, vs snipers. That part isn't really done yet). But I have to see about that. Do you know any maps that have big indoor caves I could take a look at for inspiration? Quarry comes to mind.
     
    Last edited: Mar 6, 2008
  4. Koei

    Koei L4: Comfortable Member

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    Well, I haven't had much time to do mapping work. But I've deleted that cave now. And rebuild it again. And then I deleted it again. And now I've rebuild it again :p. This is how it looks now. Some nice engy spots. Not to open for snipers, but they can still get some impressive los. Enough cover for other classes. Still some early shots, and the rest of the map will look totally different :). And yes, the lights need work. This is only temporary.

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  5. DJive

    aa DJive Cake or Death?

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    first impression was pretty good with the screenshots.

    The things i noticed "off" was.

    1. Lighting is far to dark, add some passageway lights and light_spots would look wicked good. Even coming out of the large hole.

    2. Still feels open like Scoob said. Problem i see isn't so much snipers, but trying to fit pyro's and heavy's in there as far as usefulness. Maybe add some more buildings or different building shapes.

    3. Texture use is hurtful. way to repetitive, texture misalignment and stretched textures as well. a semi easy way to correct this is more beam work, maybe add a different rock ceiling texture ETC.

    Very good job sticking with the theme, everything flows well.
     
  6. Koei

    Koei L4: Comfortable Member

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    I know about my beams, they are worthless. But it's just rough quick texturing to get a feel of the final looks. I know it looks like ass, but you should look closer (like in-game)....it looks even worse then :p. Lights are still temp (currently 1 light that was left over from previous build in 1 of the buildings, 2 high intensity dark colored lights and 1 spotlight)

    As for breaking up the map against snipers: I'm still working on something that fits in. I'm not going to toss in a wall just to block sniper shots if it looks completely out of place. If anyone has got any suggestions: please tell me :)
     
  7. poopster101

    poopster101 L4: Comfortable Member

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    that rockwall002 texture youre useing for your walls gets very repitious
    try a different texture
    makes things look better
     
  8. Koei

    Koei L4: Comfortable Member

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    How do I make that look good? There are no blend textures with rock/rock. only rock/ground. Can I fade one texture in another?

    NVM. you ment a completly different texture :)

    edit: can't seem to nicely align the ceiling with the walls...
     
    Last edited: Mar 23, 2008
  9. phatal

    phatal L6: Sharp Member

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    Experiment with Treat as One and Fit with the texturing.
     
  10. Koei

    Koei L4: Comfortable Member

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    Testing with ground textures on ceiling now. It's really hard to make the ceiling align to the walls..

    Edit: just checked Hydro and valve also ruins alignment. So I guess I'm okay :p
     
    Last edited: Mar 24, 2008
  11. R3dRuM

    R3dRuM L6: Sharp Member

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    use the blend walls/floor texture and you can get a nice blend between them
     
  12. Koei

    Koei L4: Comfortable Member

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    I've already tried that. But there is no blend texture for the wall texture im using now. The one that's supposed to be the blend texture gives black checkers (missing alpha channel iirc). I'm adding things above the player to distract them from the ceilings. Seems to work in tc_hydro ;)
     
  13. Koei

    Koei L4: Comfortable Member

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    Good news: I managed to break up the room a bit to make it harder for snipers. I'm done with this part of the map until after playtesting :)
     
  14. Koei

    Koei L4: Comfortable Member

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    I was lying here :lol:.

    I decided I wanted this part to be 100% finished before I would go any further.

    Could somebody run through my map and comment on it with the following in mind:

    - Temp sealed in 4 places using dev text/nodraw, so those parts are funky
    - Sloppy texturing
    - Temp lights in most place (only near the truck up on the concrete ramp, and the room in front of the cap)
    - Cap building need to be changed. Same goes for an empty building, you'll see it right away when you enter it :p.
    - Need to add player clips to smooth movement


    I would like to know:

    - How does it run? I get 160fps minimum on my rig (1680x1050 4MSAA 16AF very high (textures) + high). But what about lower end systems.
    - How do you like the layout?
    - How do you like the general looks?


    http://rapidshare.de/files/38966561/cp_depot_edit5.bsp.html

    Next to that, what causes this weird lighting issue. I think it has something to do with HDR and the hole in the cave.
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    This is just a part of my map. The battlegrounds for 1 cp. It's attack/defend dustbowl style.

    I have no troubles deleting an entire part if you guys think it's rubbish. It's my first serious map, so I gotta learn ;)
     
    Last edited: Mar 29, 2008
  15. Koei

    Koei L4: Comfortable Member

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    Could somebody take a look at that texture thingy on the screens. What the hell is causing it. One of the buildings also has this thing going on :X. You'll notice it when you run around a bit. It's annoying.
     
  16. Scotland Tom

    Scotland Tom L6: Sharp Member

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    Well, the two screens you recently posted are taking two eternities to load from imageshack (though the rest of your screens are loading fine) so I've got to work from the thumbnails.

    My guess is that it's not a lighting issue, but a texture issue. If the texture appears to fade to black as you get further away from it, and at some points seem to flash into fullbright mode then you're using a model or prop texture. Check the surfaces that seem to have the problems and make sure the texture you're using doesn't have the words "prop" or "model" in the texture name. If you find that's the case you can replace the texture with one that looks the same but isn't a prop/model texture.
     
  17. Koei

    Koei L4: Comfortable Member

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    Yeah, that turned out to be the problem. I can't believe I used a prop texture, because I read about it all the time :X.