WiP in WiP, post your screenshots!

Zed

Certified Most Crunk™
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Aug 7, 2014
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A rocket launchpad might be too climax-like for the first point, yeah. You want to have a gradual shift from a massive industrial facade into spytech.

Speaking of which, what kind of dynamic element are you planning on for your last point?
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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A rocket launchpad might be too climax-like for the first point, yeah. You want to have a gradual shift from a massive industrial facade into spytech.

Speaking of which, what kind of dynamic element are you planning on for your last point?

Regarding the first point, mmhmm, that's what I thought.

Regarding the last point, I want to achieve a design similar to Steel's final, (for specifics, see the plans from earlier). The dynamic element should be a laser over and beside the point (see "laser" on the plans, if the image quality/handwriting is good enough to distinguish it). I want to use a lot more rock displacements and wood textures than Steel when and if I get to Beta with this (which I will say is more likely than with any of my other maps, sorry Dewfall :( [even though Dewfall is pretty balanced and may just need a couple of rearrangements and touch-ups, who really knows]).

I'm really starting to get visions of what at least portions of the map can be... that's exciting!
 
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Kube

Not the correct way to make lasagna
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Aug 31, 2014
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It's coming along, fellas!

2015_04_12_00022.jpg


2015_04_12_00019.jpg


I'm probably going to pull off of this thread for a while, and keep my developments to myself. For some odd reason, I felt like the beginning of development was worth sharing.

Is it normal to feel this surge of power, like your skill in the Editor is steadily growing? Oddly enough, when I look back at my first map (cp_talon), I don't see anything apparently wrong or bad (other than some propspam). I might just be disposed to view it positively :p
 

Vel0city

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Dec 6, 2014
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Working with lighting is so fun!

Last time I used that overhead window frame model it didn't let any light trough. It was dark as hell inside until I removed the model and redid the whole thing with simple brushwork. Suddenly, light.

Since its collision model is a giant square, unless you're telling the compiler to compile with the commands that make it calculate shadows based on polygons instead of collision model it's gonna stay dark in there.
 
Mar 23, 2013
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Last time I used that overhead window frame model it didn't let any light trough. It was dark as hell inside until I removed the model and redid the whole thing with simple brushwork. Suddenly, light.

Since its collision model is a giant square, unless you're telling the compiler to compile with the commands that make it calculate shadows based on polygons instead of collision model it's gonna stay dark in there.

You could just have told the prop to not cast any shadows >_>'

And since this lighting compile option are a must-have for release candidates, you could just left it how it was
 

Vel0city

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Dec 6, 2014
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You could just have told the prop to not cast any shadows >_>'

And since this lighting compile option are a must-have for release candidates, you could just left it how it was

Tried, didn't work. It was still blocking light.
 

puxorb

L69: Emoticon
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Dec 15, 2013
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Yep. all you have to do is disable shadows on a prop if its not letting any light through.
 

Vel0city

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Dec 6, 2014
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Yep. all you have to do is disable shadows on a prop if its not letting any light through.

I really tried that. Like, seriously tried it. I set it to not casting shadows. Still dark as fuck. I remake the damn thing with brushes and suddenly it's nice again.


Source, yo. Source.
 

Géza!

L4: Comfortable Member
May 12, 2008
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Well, I also set it to not cast any shadows, and then there was light. Not much else to it, honestly :confused:
 
Oct 6, 2008
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My beta 1 preview:

pl_losthorizon_b1-01.jpg


pl_losthorizon_b1-02.jpg


pl_losthorizon_b1-03.jpg


pl_losthorizon_b1-04.jpg


pl_losthorizon_b1-05.jpg


pl_losthorizon_b1-06.jpg
 
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puxorb

L69: Emoticon
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Dec 15, 2013
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Those are some small screenshots. If you think they are too big just refresh the page; the site will automatically resize them.
 
Oct 6, 2008
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Yep, I was concerned about the prop spam too. Because it's a hybrid plr/pl map I had to make sure that both sides look exactly the same, same payload paths, etc. If you've got any suggestions let me know.
Hopefully I can release it tonight - just doing some final tests on it - the changes will come in the next release :)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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Many maps have some minor diffirences. As long as its generaly the same it shouldnt do any harm. However, propspam is often a bad thing to do. At screen #3, why instead of some prop rocks just give it the displacement look aswel? It makes it alot more calm in visuals and gives both sides a diffirent feeling in looks. It can make the map alot more interesting to watch.

2nd: since its a mirrored map, the sides already arent perfectly balanced (because most porjectile weapons are slightly right arranged. This gives them an advantage around corners already. As long as the general lenght is the same it should be fine.

Also, do i see 2 spawn exists directly facing each other without an alternative exit? If so: change it. 1 thing that isnt fun is a battle where both players can stand inside the spawn area. Its generaly better to seperate them far enough from each other so you can easily evade the other spawn.

Props you can stand on but still require at least a double or rocket jump dont need the exact same height many times. Those chemical barrels could also just have a gas tank instead. For height compensating you could either have the gas tank on a slightly higher floor (for example. it stands on pallets). At screen 6 that could be used to reduce the barrel spam.

Again at screen 6. to add variation to each side you could give the area a color trim. Also, health and ammo packs rarely are placed in the middle of an area. They often are kept to the side for the following reasons:
- it influences the battle quite a bit. Since you are often standing in the middle you can easily pick it up by random. This hinders those who realy need it and specificly would walk to the side for it.
- it reduces the need for a medic in direct combat, as during the combat walking on the healthpack allows you to go on without a break.

And as a last note: both tracks have red midstops. for a blue team this works, but for a red team its a bit weird to have to recapture a red point. At least make those blue.
 
Oct 6, 2008
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thanks for the info - it helps.

For the bio-dome - ya the floors are still pretty flat - I was thinking of putting in a waterfall or a fountain or something. I'll have to break up the floors more for more displacements.

Re the right shooting - is this actual weapons or the players viewpoint - ie. switch weapons to the other side of the body.

Spawns - 2 main face to face, 2 alts on either side of the bio dome which has a Y junction - you can either go into the dome on go further to the outside (slide 2)

Re barrels # 6 - you given me an idea to put a gate structure in there instead of them :) I needed to cut down on the sight line!

There are health ammo's off to the sides that aren't seen in the shots and that one on the bridge is super important as there are doors to the right which open later. Hopefully after a final check I can post the B1 tonight :)
 

Silver_Knee

L1: Registered
Nov 1, 2014
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Hey, I'm new here. I think I'm in the correct thread to show off some screenshots.

I don't know how you feel about surf-maps but I loved them in CSS and made some surf_de maps there, where you had to plant the bomb / defuse by surfing to the bombsites, etc.

I saw some surf servers for TF2 and got my installation to run surf maps. So I mapped a - simple - surf_cp map. The map is mirrored but both teams can surf in both halfes.

surf_cp_canyon_b1_1.png

This is point R. You can surf on the roof and even stand at the top. But this is very time consuming and you arent agile, so if you are under fire, you'll need to leave. Above the left entrance, the roof is flat any you can plant a sentry. The wall in the front isn't wide enough for sentries but you can stand there well.

surf_cp_canyon_b1_2.png

This is point E. You can conquer it only after your team has both R and L and it will end the game if you do. The grey block on the left is one of the two jails (each for one side). If opened, the players get to surf the short distance to the point or stand on the border. The surf track that goes way to the back ends on the roof between R and L. The "void" around the last point will teleport you to your spawn point (not to the jail), so you can start the map over and go to R or L for example.

surf_cp_canyon_b1_3.png

This is the start. I know it's risky to place both teams directly next to each other. I tried to compensate that with extending the wall in the middle onto the track. Once you are on the track it's hard to aim and do much damage, but maybe the wall should be longer.
Both starts have two exists. One in the middle to the track and a second one at the side where e.g. heavy can't jump on the track. There is some limited space where engeneers can build teleporters. Sentries can hurt starting player but won't push them off the track. In the bottom right corner, you can see a small stand, where you can land - too far for a sentry to reach you and shoot it. On the other hand you are a easy target for snipers there.

surf_cp_canyon_b1_4.png

Overview for the two spawn points. No players can go up here. They are pretty close but I used two floors and remotely located stairs in the house to stretch the way between them.

surf_cp_canyon_b1_5.png

This is one of the jails. Since Pyros have an advantage in this small area, I placed it mostly in water, deep enough to extinguish fire.

So... what do you think?
 
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