(WIP) ctf_hostile

Discussion in 'WIP (Work in Progress)' started by JTG, Dec 9, 2007.

  1. JTG

    JTG L2: Junior Member

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    Hi everyone.

    I'm designing a ctf level with the working title of ctf_hostile. It's an entirely indoor map though I'm toying with the idea of adding an outside area.

    I've been working on it for several weeks now. I started with some sketches of the basic layout (done at work, naturally), moved to graph paper for scale and have started designing in Hammer. The map is nearly finished, I'm currently doing detail work which I find to be the most interesting part of texturing.

    Screenshots below.

    Beta 1 is now ready for download.

    CTF_hostile_b1 is a three level map. There are several different ways to infiltrate the opposing sides area to add some variety. The map is smaller, designed for close combat and intense gunfights. Please post any feedback so I can know what to improve upon. Thanks.
     
    Last edited: Dec 15, 2007
  2. Snipergen

    Snipergen L13: Stunning Member

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    hmmm the first screenshots looked ok, but you still miss something, like that window in the "roof" need a frame, but for the rest it looks ok.

    than that big room with the lights and the gas tank in the back. Here you do something wrong. You should make some pillars at the side of the walls like i did here:

    [​IMG]


    Than, you used those sniper protection metal thingys from 2 fort. Wtf do they do there? :p remove them :)


    btw i think you need a better pc man ;) screenshots on low quality?
     
  3. JTG

    JTG L2: Junior Member

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    Thanks for the feedback, Snipergen.

    Yeah, the basement has been missing somethign but I wasn't sure what. I like the pillars. I'll work on that straight away.

    As for the sniper protection thingys... I'd have to take screenshots from a different angle to show why they're there. There is a hallway to the left, right past them. The screenshot makes it look like a flat wall there. I'll probably leave them in for now, let the map get playtested and see how people feel about them.

    The quality may have dropped when I converted them. I'll check the settings next time I take some.
     
  4. Logo

    Logo L3: Member

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    What settings are you running at JTG? It looks like you're running with medium/low texture resolution. Just as a bit of advise if you can try to get someone running at high settings when taking screenshots for your map release so it looks better to people and they're more likely to download it. If your comp can't handle it either just bump up your graphics for the screenshot then turn them back down or get a friend to take the screen shots.

    For a WIP thread I wouldn't worry about it but just wanted to give out the advise for when you release.
     
  5. gnat

    gnat Guest

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    looks like it's starting to take shape. one thing jumping out at me from your screen shots, is the sheer number of light fixture models being used. I'd hate to be the poor shlub responsible for changing all those light bulbs!

    you could get away with using a lot fewer models and still achieve a realistic look. especially with the hanging lights, they are more visually distracting in sheer number then the fluorescents.
     
    Last edited by a moderator: Dec 10, 2007
  6. marnamai

    marnamai L1: Registered

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    The lightning is lacking contrast. Everything is too bright, try messing with some shadow/light play, just remember to make NO pitch black places => tf2 doesn't have a flashlight.

    As gnat said in the above post, there are too many light models. Try removing a few and use other props like vents, pipes or cables to break up the ceiling.

    @ Logo, your ava is freakeh!
     
  7. JTG

    JTG L2: Junior Member

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    Thanks for the feedback, all.

    Logo: You know, I've never actually gone in to see what I'm running the game at. It always looked fine to me so I never bothered to check the settings. I have no idea why I've never done that. It's usually the firstthing I do with a new game. Hmm.

    Gnat & Marnamai: There are a lot of light fixtures, aren't there. I'll see what taking a few out looks like. I want the upper floors to be more well lit with the basement area a little darker. I'll see what I can come up with. Thanks.
     
  8. JTG

    JTG L2: Junior Member

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    Almost done!

    Using the advice I've received from the screenshots I'd posted earlier, I've overhauled some areas. I reduced the number of lights in some places, added some wall supports in the basement (as well as remove those sniper guard panels from the basement) and some other remodeling.

    I just need to do a little work n the intel room to make it more open and get the clutter out of the way of the action and it'll be ready for beta testing. I definitely have more work to do on it but it's mostly cosmetic and it won't affect the layout. I'm at work right now (job's sapping my mappin'!) but i hope to get some new screenshots and the beta version of the map online tonight.

    Thanks again for any feedback and I'll see you this Sat...!
     
  9. JTG

    JTG L2: Junior Member

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    Sigh... finally.

    New screenshots:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
  10. JTG

    JTG L2: Junior Member

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    More screenshots:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
  11. JTG

    JTG L2: Junior Member

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    And 2 more:

    [​IMG]

    [​IMG]

    The beta 1 map is now available for download. There are a few small graphical glitches that I know of but maybe you'll find some more for me. I need to do more detail work but I'm more interested in the layout at this point.

    Thanks.
     
  12. JTG

    JTG L2: Junior Member

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    Wow. This map is taking longer than I initially hoped.

    I've done some major overhauling in the past few weeks. I've doubled it's size: adding a loading dock, train depot and outdoors area. I've been toying with the idea of turing it into a CP map instead due to the new structures added.

    Still, there's definite work to be done and I'm determined to get this thing finished. I have other maps I'd like to get going on.