WiP in WiP, post your screenshots!

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
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475
For me it is more of a side project. I have to finish Temper in the next few weeks, and i also got something brewing for the arctic pack, although that one is quite a lot bigger than both Temper and Danktown. Also, i'm pretty much going for vanilla content for Danktown (Sawmill theme.) Right now, i put like 2,5 hours in, and i'll continue working on it whenever i have time, but it might take quite a while before i have something downloadable ready, so i wouldn't want anyone to stop with his own detailing, especially because (Like i said in the abandoned thread) there might never be a polished version from me.
 
Oct 6, 2008
1,965
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Yes.

We may as well hold a contest for it at this point.

We should have a contest where we take one of the most generally repulsive maps and force everyone to detail it. No changes to the overall structure/gameplay set up. Just deatail:cool1:
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
We should have a contest where we take one of the most generally repulsive maps and force everyone to detail it. No changes to the overall structure/gameplay set up. Just deatail:cool1:

It should be a map with gameplay worthy of having actual aesthetics, though.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
It should be a map with gameplay worthy of having actual aesthetics, though.

31mxqZb.png
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
1,850
20150416-01-firststep.jpg


Just getting a very quick first feeling for scale in my new project before i continue to plan.

Scale = HUGE. Don't be a KubeKing: scatter around info_player_start's inside of the editor, and study bird's-eye views of official cp-based maps.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
I did, and the maximum size of that area is about 1700 hu, and the vertical gameplay area isn't bigger than 384hu from the highest to the lowest plattform.The outlying rock walls are supposed to be actually huge (like 1600hu high) because i want to give the impression that you're actually inside the caldera of a small volcano. I might make it a little bit smaller, because i want to make sure that the mobile classes can actually reach every point you'd think you be able to reach, but I'm not completely disappointed by the size right now.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
1,850
I did, and the maximum size of that area is about 1700 hu, and the vertical gameplay area isn't bigger than 384hu from the highest to the lowest plattform.The outlying rock walls are supposed to be actually huge (like 1600hu high) because i want to give the impression that you're actually inside the caldera of a small volcano. I might make it a little bit smaller, because i want to make sure that the mobile classes can actually reach every point you'd think you be able to reach, but I'm not completely disappointed by the size right now.

Hm, I guess it's maybe just the angle of the picture, then. Carry on!
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
The main problem I'm seeing is that there's not a whole lot of cover there. There's the moat-like thing around the point but that's it, and even that looks kind of open.

It kinda is. I didn't really think about where to add additional cover until now.

The basic idea is that the platforms are reachable from the outside and provide you with a high ground advantage at the cost of taking longer to reach, while the lower plattforms can be reached faster than that, maybe even faster than the main entrance if that turns out to be a good idea gameplay-wise. I know player mobility makes this harder to accomplish in TF2 than in other games, but i'll have a go at it.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
I'll do something like that, although i'd prefer to have some displacement cover at some points instead. I actually only created this center point to get a feeling for the size of everything before i finished planning the routes etc. Right now i only know how the central point and the outer points will look like, and have basically no idea how points 2/4 will look and connect to those. I think there will be an additional spawn as well as a door that opens after the central point has been taken involved to get everyone where he needs to be quicker after respawning, but that's about it.
 
Oct 6, 2008
1,965
450
No No No - what he needs to do is to prop spam using the COW Model - like that one map we saw once a long time ago!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Oh come on, you know what I meant :p

I really can't find the RGB value of the blue_light texlights

Open up lights.rad (it's in the /tf/ folder) in your text editor of choice. It lists the RGB values and brightness levels for all of the light textures; hopefully you can find one that's bright enough to suit your needs. Looks like blue003 is the brightest of the "blue" ones, but there are also the fluorescentcool (a) ones that are even brighter and still on the bluish side of things. Since you're making them func_illusionary, it won't matter that their texture is technically of an actual fluorescent light fixture.