[wip] Ctf_spit

Discussion in 'WIP (Work in Progress)' started by Bonafide, Mar 29, 2008.

  1. Bonafide

    Bonafide L6: Sharp Member

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    This is a partial remake of QWTF map spit by Phon. I just took the basic design and changed it around.

    This is my first map ever and still quite far from completion so be gentle.

    Main area room with 2 spawns. The 2nd level is made of small metal walkways.

    [​IMG]
    [​IMG]
    [​IMG]

    Ramp upto intel room with 1 vent on 2nd level to intel room

    [​IMG]

    Sewer surface room

    [​IMG]

    Intel room with deadly goo in the middle. Vent splits off into 2 routes into here. metal walkways (early WIP, still need to work on aesthetics.)

    [​IMG]

    Basically 2 forts, bridge in the middle, sewer goes to each base.

    Front of base (Early WIP, still need to work on aesthetics)

    [​IMG]

    comments / suggestions are welcome. I probably watched 50 youtube tutorials to make what I have so far and its taken a long time.

    (also if anyone knows what the error means and how to fix it in the last picture that would help a lot)
     
    Last edited: Mar 29, 2008
  2. Vilepickle

    Vilepickle L7: Fancy Member

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    Take your time. It looks decent so far, but the longer you spend polishing it, the better.

    You may want to take some influence from the Q3F Spit as well, though screenshots are nowhere online. I can get some if you want.
     
  3. Bonafide

    Bonafide L6: Sharp Member

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    The geometry of the fort is finished, I need to work on the aesthetics and lighting. Although I am having a little difficulty deciding what to do with the outside of the fort
     
  4. Spike

    Spike L10: Glamorous Member

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    For a first map is great, continue learning, you will make great maps.
     
  5. Bonafide

    Bonafide L6: Sharp Member

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    I am having trouble with the aesthetics of the flag room. If anyone has some ideas then I am all ears.
     
  6. Paria

    Paria L5: Dapper Member

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    the walkways in the flag room could use some more work - at the moment that single texture makes them look kinda strange - i'd suggest adding some solid looking trim to each horizontal edge maybe 8 or 16 units thick to help with it visually - the flag room itself you could actually make the entire ramps solid beneath to pad the room out make the flag area a solid structure and then add detail to that, or simply add struts / beams to the walkways to make it look more realistic, and possibly add a thin trim on the main walls to help break up the concrete, i dont know the original map though and whether it has to retain some theme.

    as for the props be careful where you place things that are sticking out that big fan on the right is normally placed inside the walls on valve maps, if its a single sided wall that you can see it from, a toolsblack texture behind it gives the player the illusion of depth, that way its neat and tidy - still looks good but dosent interefere with the player in any way.

    check out my paint skills :D
     
  7. Bonafide

    Bonafide L6: Sharp Member

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    I understand most of your leet paint skills but I am unsure what the ceiling squiggles are supposed to represent. :)

    Thanks for the tips though, inspired me to get back to working on it.
     
  8. Paria

    Paria L5: Dapper Member

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    hehe, , was supposed to be just adding some triangle shaped concrete to fill the roof, really any detail that you add that breaks the room up and stops it looking like a square will help. the biggest mistake i made in my first map was wanting to rush to the texturing / props, if you can make the room look interesting before adding textures and props then you are onto a good thing :)
     
  9. Bonafide

    Bonafide L6: Sharp Member

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    So this is what I did so far;

    [​IMG]

    [​IMG]

    It is hard to tell from the pictures but the first level is rooms if you look carefully.

    Of course still a WIP but its getting there.
     
  10. R3dRuM

    R3dRuM L6: Sharp Member

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    One statement

    GET RID OF THAT GROUND!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    p.s flag room looks pretty nice, also, look above
     
  11. Bonafide

    Bonafide L6: Sharp Member

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    the ground is a pool of acid. So if you can recommend something better, then go ahead :)
     
  12. trainRiderJ

    trainRiderJ L5: Dapper Member

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    Right now it looks sorta like a really crappy carpet that someone threw up on all over the place. Compared to the general awesomeness of the rest of your map, it looks a little out of place :)

    Maybe just find a better texture, or scale it up a bit more? That or use really dark water.
     
  13. R3dRuM

    R3dRuM L6: Sharp Member

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    make it water! and why acid, that totally ruins the tf2 feel
     
  14. Spike

    Spike L10: Glamorous Member

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    +1 to make it water
     
  15. World Of Frisbee Crisis

    World Of Frisbee Crisis L2: Junior Member

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    What you could do to make it still harmful, but still look good, is replace the acid with water, make a trigger_hurt that takes up the same area as the water, and set it to a good amount of damage per second, maybe 10 or 15.

    That way it would still be effective but more appealing to the eye.

    Or, if you wanted the acid to be instant death, you could just set the dps to a ridiculous amount, like 5000 or whatever you want.
     
  16. Bonafide

    Bonafide L6: Sharp Member

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    has anyone played Well_Classic? He has green water in that map. How did he do that? I think that would look much cooler.

    It is going to be harmful, not just water. I think after the first time people fall into it they will learn their lesson. That is why I want it to be more distinctive than water. The original map had lava in the middle :p
     
    Last edited: Apr 6, 2008
  17. R3dRuM

    R3dRuM L6: Sharp Member

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    Why add water in the first place? It doesnt seem like it would have water
     
  18. Paria

    Paria L5: Dapper Member

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    i was asked for some more ideas for the front of the base so here they are :D

    mspaint incoming!

    basically the white areas are anywhere i thought might use details to help break up the blocks, the red trim is just an example where a different texture could be used to help break up the concrete.
     
  19. trainRiderJ

    trainRiderJ L5: Dapper Member

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    Seeing all these mspaint explanatory drawings on the forums makes me want to see a map designed to look as if the map itself was made in mspaint :)
     
  20. World Of Frisbee Crisis

    World Of Frisbee Crisis L2: Junior Member

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    Do it. :lol: