[WIP] cp_Radiant

Discussion in 'WIP (Work in Progress)' started by Saikan, May 25, 2008.

  1. Saikan

    Saikan L1: Registered

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    Greetings fellow mappers. I am once again working on a TF2 map after releasing ctf_subterranean last year (which bombed because it was x-box hueg). My new map is titled "cp_Radiant" and will be small, close-quarters control point combat, with lots of routes and cover.

    The map is about 50% done, as almost the entire blu-side is completed. Here are some images of the project:

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    My main focus for this small is complex, intricate brushwork and texturing. I am only using stock models/textures, and plan on releasing the finished map in a few more weeks.

    Thanks for looking, and please let me know what you think.
     
  2. MangyCarface

    aa MangyCarface Mapper

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    Huh. Looks pretty solid. Couple notes:
    Lighting's a tad too yellow, dirties up your texturework
    You have several props (the half yellow/half grey i-beam structures) in screenshot #2. Because they are half in and half out of the water they are rendered twice. Try replacing them with brushwork to up the framerate of the area considerably; they look out of place anyways.
    Besides that it looks like you know what you're doing, great progress, keep checking in with updates plz
     
  3. Snipergen

    Snipergen L13: Stunning Member

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    An all indoor map! That's something new too (and I mean a good indoor map :p )
    So, great work so far man, keep us informed!
     
  4. Saikan

    Saikan L1: Registered

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    I will recompile with some of the yellow lights set to white or off-white and see how that compares. I kind of liked the yellow as I find it to be easier on the eyes than a harsh white that tends to bleach out textures.

    As for the metal i-beam props, is having them rendered twice that big of a no-no? I mean, they are low poly count to begin with, and my map is small, indoor optimized rooms. I don't see how this would cause any framerate issues in this particular room, since basically it's a toss up between having like 50 props rendered vs 56 props rendered in this particular area... not that big of a deal I would think... Now, their appearance is another matter. I should have positioned the camera better in that shot, as it doesn't really show the under-level area well. It's basically busted up bricks, sunken props, dirt, and rock underneath the floor. The metal beams look like the construction framework holding up the "actual" part of the building, and to me it seemed to fit logically (even though this map has no real logical layout, it's just random rooms connected for now).

    Also, what do you think of putting small, metal doors in most of the door-sized hallways that connect the rooms? I am thinking that putting a few in will help "break up" the map.
     
  5. YM

    aa YM LVL100 YM

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    Looks good, I wouldn't worry about the beams being rendered twice as long as your FPS in that area is similar to in other areas.

    Try using a very pale blue for some lights, I find that works nicely
    The spotlight beams, you know you can make the beam wider don't you (they look a little narrow)

    I'd try to steer clear of working doors in favour of empty doorframes, I don't think they work so well but then I've not played it so i don't know how well they would work on this particular map.
     
  6. oxy

    oxy L5: Dapper Member

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    This looks sweet. As far at the lighting goes. I would actually contrast both the yellow lights and blueish lights. For example I would use more dim blue lights in darker areas and then contrast them with brighter yellow lights in more well lit areas. It will add a bit more mood the the environment. Your brushwork and detail looks great. Would you be willing to show us an overhead/layout?

    oxy
     
  7. Saikan

    Saikan L1: Registered

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    Here is an overview of the current build of the map:

    [​IMG]

    A couple of notes about this overview:

    1) Right now, I am only working on the blue side. The red-dotted line in the image shows where there middle "cut" through the level is. I am not sure whether I'm going to mirror-flip the blue side up to make the red side parallel, or whether I'm going to build a custom red side.

    2) There is currently only one blue spawn area (in the bottom left), but in it's current state it would be far too easy to camp. I am planning on also making one on the bottom right (basically on each side of the control point) and maybe even having them connect via a hallway.

    3) It's very difficult to see the elevation differences from this overview shot, but most of the rooms are not level at all, but have stairs, ramps, and/or bridges. It most rooms, you cannot simply run from one side to the other in a straight line, but must either zig-zag, or take an alternate route to get to where you need to go. I am hoping this keeps the map compact but also makes it feel large at the same time. Basically, small rooms, but rooms that require navigation so in essence take similar amounts of time to cross than just large, huge sniperfest rooms.

    Anyway, please tell me what you think. Also, do you think the mirrored-flip for red side is a good idea, or would it be too cheap of a solution for the other half of this map? Do you think this map would be a good 2-point CP map? Or should I maybe make it a linear progressive map like dustbowl? I really am undecided at the moment seeing as how I am just building on a room-by-room basis with no planning ahead.

    Open to any and all ideas.
     
  8. lucampos

    lucampos L1: Registered

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    2-point CP map would be great in your map, as it is not going to be a large map!. About the RED Base, if you wanna make it different from the blue base it would be really cool! but then you have to be really carefull to not make it better or worse then the blue base, i think you can understand what i said heheh. Anyway i wanna ask you 2 things:
    1 - ) how many time have you been making this map?
    2 - ) how do i make those "black ropes" that conect the walls, i always wanted to know, i mean like on the 2nd and 4th image on your first post!

    Thanks alot! Keep the good work mate!
    Im really excited to test your map ;P
     
    Last edited: May 25, 2008
  9. Saikan

    Saikan L1: Registered

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    I have been working on this map for around a month, probably 30-40 hours total. I have taken some other material from my unfinished maps though (such as the spawn room, which is actually the basic design of Valve's remade by me) so a few areas I almost cut and pasted.

    As far as the ropes, they are really easy to do and always add a great effect to almost any map:

    http://developer.valvesoftware.com/wiki/Cables

    Basically, you put a "move_rope" entity somewhere. That will be where the cable starts. Then, you put a "keyframe_rope" entity somewhere. That will be where the cable ends. You make sure their properties are set right, and that's it. You could even make another 50 "keyframe_rope" entities and make one huge, long rope that bends and twists all different ways or runs through your entire map if you wanted!



     
  10. lucampos

    lucampos L1: Registered

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    thanks alot for the info ;). Actually, how do i copy and paste things from another map? I have one map done and i want to copy some things from it to my map, is it possible? i tried the copy and paste lol but it dont seems to work

    thanks!
     
  11. Nineaxis

    aa Nineaxis Quack Doctor

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    I'm pretty sure it's possible, you just have to use "edit > copy" and "edit > paste" in the toolbar instead of right clicking. At least that works within a map.
     
  12. Sgt Frag

    Sgt Frag L14: Epic Member

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    I think it looks great.

    Personally I really like the lighting, although the tip on yellow/blu lights is a good one.

    The I beams looks very natural when I first looked at em.

    I think the layout with twists/turns and elevtion changes might take awhile for people to figure out. So I think it's probably best to mirror it. It would be pretty touch to balance out that with another layout. And if it ends up only 2 points it really really needs to be balanced.

    I'd still add a middle point though. Give the teams something to work through. I think if it's only 2 you might get scout rushes all the time.
     
  13. Saikan

    Saikan L1: Registered

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    Been a while since I updated, here are 3 more pics of new areas in the map:

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    [​IMG]

    Couple of big changes. Decided to change the map from symmetrical, 2-point based to linear x-point based. One team will try to assault all the points, then the teams will switch and they will defend. I had done in the whole red side and re-textured/modeled a lot of it, then I decided to scrap it because it just felt wrong. So, unfortunately, the map went from about 95% done to 33% done, but oh well, I've spent too much time on it to cheese out the final product.
     
  14. Gadget

    aa Gadget

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    actually it works quite well. just open both of your maps in hammer, then select what you want to copy, press ctrl+c and paste it in your second map. shouldn't be a problem at all.


    btw. this map looks very nice so far