Sketch is a working title.
If you want to avoid reading my chicken scratch, here's the rundown of the basics for this project:
Game play: 4 point, cp_gravelpit/cp_steel
Style: I'll be working with making textures from purely either real pencil (graphite) on paper, or entirely using tablet drawn sketches. Which, I haven't decided yet--but either way, the base textures will be modified in photoshop.
To further that, the architecture will be based loosely on the paintings of Georgio de Chirico (see images below)--mostly his renderings of towers.
Each capture point will have it's own unique tower that will do something dramatic when captured. Right now, I'd like to towers to explode when captured, and I have a few ideas in mind as to how to make that work, but we'll see as things go. In the sketches I mention tesla coils and using connective env_beam, but I'm not sure I'll go for that sort of thing.
Now for the preliminary sketches:
This is the rough layout for the project, here I've outlined the goals, game play type, as well as # of caps, and style.
Here's a more in-depth page about the color palette (may change slightly) and some toying around with how I'd like the control points to look. More recently I've decided the CP's will be similar to de Chirico's paintings. Also on this page is a rough outline for making a homemade directional arrow that will be simultaneously integrated in to the map and the style (crosses fingers).
This page contains the more specific information about the map layout. I've come to the conclusion that I'd like 4 points, A will be unlocked--B, C, D, will be locked. As soon as A is taken, B, C, and D will unlock. Naturally, the blu team will need to take D to win, but the pathway to D is strictly limited. Capturing B and C will give right and left access to D, as well as seal off some areas that red previously owned, and to top that all off, more time to complete the objectives. More to come later when I have finished working out the specifics of each area of the map. On the left of the page are some working ideas for spawn doors that I'd really like to implement, but I could be limited in terms of my technical skill. Who knows.
On this page,f I've dedicated the visual power of the map to creating de Chirico-like towers as strongholds for each CP in the map. Lower on the page is some basic ideas of how each area o the map should behave stylistically. It's my intention to make each area feel specifically different, but comprehensive. More to come about those specific decisions as I work them out.
And for those who are interested, here are a few images of Georgio de Chirico's work, specifically the landscape/architectural things I'm interested in. He was a surrealist and worked with the best of them--I'd like this map to feel a little less surreal however.
Check de Chirico on Wiki
And atm, there's nothing done in hammer at all, but I figured I'd post up what I'm thinking so I can mull over the details later. Plus, I've got zig to worry about for a while, some more major changes going on in that department. That's it for now, more to come later.
If you want to avoid reading my chicken scratch, here's the rundown of the basics for this project:
Game play: 4 point, cp_gravelpit/cp_steel
Style: I'll be working with making textures from purely either real pencil (graphite) on paper, or entirely using tablet drawn sketches. Which, I haven't decided yet--but either way, the base textures will be modified in photoshop.
To further that, the architecture will be based loosely on the paintings of Georgio de Chirico (see images below)--mostly his renderings of towers.
Each capture point will have it's own unique tower that will do something dramatic when captured. Right now, I'd like to towers to explode when captured, and I have a few ideas in mind as to how to make that work, but we'll see as things go. In the sketches I mention tesla coils and using connective env_beam, but I'm not sure I'll go for that sort of thing.
Now for the preliminary sketches:
This is the rough layout for the project, here I've outlined the goals, game play type, as well as # of caps, and style.

Here's a more in-depth page about the color palette (may change slightly) and some toying around with how I'd like the control points to look. More recently I've decided the CP's will be similar to de Chirico's paintings. Also on this page is a rough outline for making a homemade directional arrow that will be simultaneously integrated in to the map and the style (crosses fingers).

This page contains the more specific information about the map layout. I've come to the conclusion that I'd like 4 points, A will be unlocked--B, C, D, will be locked. As soon as A is taken, B, C, and D will unlock. Naturally, the blu team will need to take D to win, but the pathway to D is strictly limited. Capturing B and C will give right and left access to D, as well as seal off some areas that red previously owned, and to top that all off, more time to complete the objectives. More to come later when I have finished working out the specifics of each area of the map. On the left of the page are some working ideas for spawn doors that I'd really like to implement, but I could be limited in terms of my technical skill. Who knows.

On this page,f I've dedicated the visual power of the map to creating de Chirico-like towers as strongholds for each CP in the map. Lower on the page is some basic ideas of how each area o the map should behave stylistically. It's my intention to make each area feel specifically different, but comprehensive. More to come about those specific decisions as I work them out.

And for those who are interested, here are a few images of Georgio de Chirico's work, specifically the landscape/architectural things I'm interested in. He was a surrealist and worked with the best of them--I'd like this map to feel a little less surreal however.
Check de Chirico on Wiki




And atm, there's nothing done in hammer at all, but I figured I'd post up what I'm thinking so I can mull over the details later. Plus, I've got zig to worry about for a while, some more major changes going on in that department. That's it for now, more to come later.