[WIP] cp_shipwrecked

Discussion in 'WIP (Work in Progress)' started by roninmodern, Jul 2, 2008.

  1. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    Ok. Those of you that remember me know that I have a habit of starting a map and abandoning it.

    Not this time I say! Come hell or high water!

    So I'm starting cp_shipwrecked. The story is that red and blu were at sea and crashed on a tropical island, destroying their ships. They've found a cave with a seemingly functional ship inside it, however, and now they are both fighting to see who will make it off the island.

    [​IMG]

    There are two ways of attacking the center and through to the other base. The beach offers a route through mouths of the cave on both sides, and then there are rope bridges attached to many cliffs and protrusions allowing you to zip across the level but providing you with minimal cover.

    So far this is all I have, the hull of red's old ship:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Red's ship will be made of wood while Blu's is metal.

    I want to get some custom overlays made for each one, one that says U.S.S. Red and one that says H.M.S. Blu, so I'll need to learn how to make textures.
     
  2. AWESOME-O

    AWESOME-O L10: Glamorous Member

    Messages:
    782
    Positive Ratings:
    66
    Textures aint the hardest problem, mayby its a good idea to make the boats a model?
     
  3. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    For something that big, make it a model?

    I don't even know how to model...lol.
     
  4. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,404
    It'll definately look better as a model... much smoother, less blocky, etc.
     
  5. Shmitz

    aa Shmitz Old Hat

    Messages:
    1,129
    Positive Ratings:
    740
    It would be a model broken up into different parts, mostly due to collision hull restrictions, but yes, you would have much better control over the surfaces and detail of something like that.
     
  6. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    I'll see how well I fare learning the modelling tool, otherwise it's gonna stay as brushes.
     
  7. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    Small update, some new pictures

    [​IMG]
    [​IMG]
    [​IMG]


    Started working on geography.

    You can see the map is sorta broken up into 5 areas. 2 on each side and the cave in the middle. The area right before the cave on each side will have some buildings made of wood and metal for red and blu respectively. Before they dug out the entrances to this cave the got settled in!
     
  8. Laz

    Laz L7: Fancy Member

    Messages:
    461
    Positive Ratings:
    34
    gonna be hard to optimise this :s
     
  9. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    Throw in a tonemap controller before that hdr keeps blindin ya
     
  10. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    Yeah it'll be hard to optimize it...but luckily its a very small map so hopefully it won't be a terrible issue.
     
  11. luxatile

    aa luxatile deer

    Messages:
    2,289
    Positive Ratings:
    1,348
    I think the ship looks great. Perhaps you should scale up the water, though?
     
  12. oxy

    oxy L5: Dapper Member

    Messages:
    208
    Positive Ratings:
    29
    I was pleasantly surprised when I looked through this thread. Keep it up!
     
  13. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    That water is already at 1.00 scale - it's the distance that makes it look repetitive.

    You really think I should scale it up further?
     
  14. Snipergen

    Snipergen L13: Stunning Member

    Messages:
    1,053
    Positive Ratings:
    150
    Yea make it quite huge, its the sea after all. I shall follow this map because it has potential!
     
  15. Vander

    Vander L8: Fancy Shmancy Member

    Messages:
    507
    Positive Ratings:
    110
    I too am following it. Looking forward to a playtest!
     
  16. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    my map isnt finishing compiling anymore...all of a sudden. I really have no idea why.
     
  17. Randdalf

    aa Randdalf

    Messages:
    1,054
    Positive Ratings:
    462
    If you've done no optimization, than your map will take CENTURIES to compile (Trust me, I've had a similar problem).
     
  18. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    I've been making things func_detail as I go along. It went from taking 10 minutes to compile to never finishing...I found what it was. Made some brushes to func_detail and it went through - as world brushes it never finished :(
     
  19. roninmodern

    roninmodern L3: Member

    Messages:
    124
    Positive Ratings:
    5
    Ok small update.

    All spawn rooms (first and advance) and CP's work, so the map is technically playable.

    Redid the red ship - it was sloppily constructed the first time. Started doing rope bridges.

    TODO:

    Create all new blu ship - still using old red ship as placeholder
    Tweak Pirate ship - still using streched old red ship as placeholder
    finish displacements for cliffs and caves
    finish rope bridges
    create shacks for red and blu sides
    make 3d skybox
    decorate map so its not so bland
    add proper lighting

    2 new screenshots:
    [​IMG]
    Rope bridges
    [​IMG]
    new red ship
     
    Last edited: Jul 14, 2008