[WIP] ctf_downpour

Discussion in 'WIP (Work in Progress)' started by Randdalf, Jul 22, 2008.

  1. Randdalf

    aa Randdalf

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    Technically this is a WIP thread for the third iteration (beta, if you will) of downpour, I made the original version of this map a few months back, and 2 weeks or so ago I edited it again to make a beta 2. I wasn't really satisified with the second beta, and therefore, I've decided to completely renovate the old map, and recreate it from scratch.

    The old map was very large, played OK, looked horrible for the most part, and had a continuously fluctuating water level. Although I'm keeping the latter aspect, the rest is being totally redone, although the layout will remain similar. The old map looked like this: http://i2.photobucket.com/albums/y32/BioTerrorFrog/previewimage.jpg

    So far, the only part I've actually lighted is BLU's spawn room, although I can asure you that the rest of the map (that I've done) looks just as detailed:

    [​IMG]

    (I've just noticed, there WERE three bottles on the leftmost bench, they seem to have magically disappeared)

    I'm currently finishing off the outside portion of the BLU base, and then I'm going to do the inside. One thing I've noticed, is that it's really hard to detail empty areas, and you tend to put stuff on the walls rather than in the middle. Or maybe that's just me.
     
  2. Laz

    Laz L7: Fancy Member

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    make those bottles func_detail or something or check your log when you load the map. some of the models, like the cans and such need some kind of physics model.
     
  3. MangyCarface

    aa MangyCarface Mapper

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    Func_detail?
    Try prop_static_override. All of the overrides, well, override the model's prop type.
     
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  4. Randdalf

    aa Randdalf

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    Cool, I'll try that. I was thinking it would be something along those lines. I'm sort of struggling for inspiration on the inside, but I'm getting through it.
     
  5. Randdalf

    aa Randdalf

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    So, I added a functional (and definately not perfect) to the third of the map that actually exists. I'm using the goldrush skybox with no HDR lighting. Please note that these screenshots are VERY WIP, which is the reason that the lower level has no floor as of yet (well, it does, but you can't see it).

    http://i2.photobucket.com/albums/y32/BioTerrorFrog/downpour_b3_base_blu_c10006.jpg
    http://i2.photobucket.com/albums/y32/BioTerrorFrog/downpour_b3_base_blu_c10005.jpg
    http://i2.photobucket.com/albums/y32/BioTerrorFrog/downpour_b3_base_blu_c10004.jpg
    http://i2.photobucket.com/albums/y32/BioTerrorFrog/downpour_b3_base_blu_c10003.jpg

    There are already problems springing up. Lighting is appearing around the edge of displacements (I guess this is because they go beyond the map boundary or something). The lighting in my spawn room has suddenly gone weird and now there's a black ceiling, all I did was add an env_cubemap to it (although, that might have been there before). You can see the weird black shadows on the ground, I'll just disable the ability of those props to cast shadows. Then there's the lighting, which definately needs touching up, the skybox is not sufficiently lighting the map as I would like it, and some sections are just plain dark.

    Not counting all of the above, what do you make of these?
     
    Last edited: Jul 22, 2008
  6. ChickenHunter

    ChickenHunter L4: Comfortable Member

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    When i played it i was unhappy with the fact that the water doesnt completly flood the map.
     
  7. Randdalf

    aa Randdalf

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    Yes, but this is an entirely new version, furthermore, flooding the whole map would make it impossible to play.
     
  8. MrAlBobo

    MrAlBobo L13: Stunning Member

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    hah, i was just telling some people about this map 2 days ago...
    the look of the old map was quite good, hopefully you dont stick with the new bright desert thing that these screenshots seems to show...
     
  9. Randdalf

    aa Randdalf

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    Really? I thought the old map looked horrible...

    I prefer this new version though, it gives me more flexibility with detailing and it also means there's a reason why the teams' bases flood.
     
  10. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    the older version was a bit big. we had to restrict snipers from playing, or use admin powers to annoy the snipers *cough snipergen cough*. But the one key thing your doing wrong is detailing first. After you get a good playing layout, then you can detail with props and such.
     
  11. Randdalf

    aa Randdalf

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    This version is scaled almost identically to the previous ones, both of which have been rigorously playtested. Doing detail early is just the way I roll, and gives me much more motivation and variety in tasks. I also thought I should list all the major changes:
    - Theme changed leading to major structural changes
    - Basement tunnel exit moved
    - Cover added to intel room ramps
    - Intel room and sniper deck are now open plan
    - Doors added to front of base
    - Escape hatch added to intel room
    - Central bridge replaced with building
    - Side routes are now one-way during drought and converge in centre
     
  12. Randdalf

    aa Randdalf

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    After a week on holiday, I'm back on job, I'm going to finish BLU and RED's basic detail and then, add some defining touches that exemplify which team's base is who, by changing some architecture etc.

    Today I finished the top inside area where BLU's intel will be located (in the hazard strip area on the first pic), I did compile the cube maps but I couldn't be bothered to reload the game to get them looking good, so ignore the purpleness :D. The stuff above the intel is a bit dark, so I may swap around the lighting a bit, any suggestions?

    The intel area
    [​IMG]

    The front part (a bit plain)
    [​IMG]

    The left sniper deck exit
    [​IMG]

    The right sniper deck exit, the glitchy bit in the ceiling has been removed, I only just noticed it
    [​IMG]
     
    Last edited: Aug 4, 2008
  13. Bonafide

    Bonafide L6: Sharp Member

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    It doesnt even look like the same map. (thats a compliment)

    Good job.
     
  14. luxatile

    aa luxatile deer

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    I like those screens. I never tried the original, but now I'm interested. :)

    The BLU Intel room looks way too red, though. You should change some of the textures, like the floor, to something colder.
     
  15. Bonafide

    Bonafide L6: Sharp Member

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    oh yea i just noticed thats the blu base. I definitely thought it was the red base. You need to change it. Most of the textures you have used have "blu team" equivalents in the textures so it shouldnt be too hard.
     
  16. Randdalf

    aa Randdalf

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    Hmm, I'm kind of trying to mix up the textures a bit. The one thing that does define this as a BLU base is that the majority of the textures are metallic, virtually all (except for the crates of gold) are from the metal/ group of textures.

    When you do see the RED base, you'll definately be able to tell the difference then. Hopefully. :D
     
  17. Shmitz

    aa Shmitz Old Hat

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    The walls might work for blue if you have enough other visual indicators, but if you need a metal floor, I'd strongly suggest the neutral grey one instead of the red one.
     
  18. ChickenHunter

    ChickenHunter L4: Comfortable Member

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    Wow it looks completely different!
    Im still going to miss the shiny floors :p
     
  19. Randdalf

    aa Randdalf

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    I'll try that, what texture is that by the way, I'm colourblind so it didn't really occur to me that the floor was red :S

    Thanks for the tips everyone.
     
  20. Randdalf

    aa Randdalf

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