WiP in WiP, post your screenshots!

wareya

L420: High Member
Jun 17, 2012
493
191
TF2 also had simpler gameplay back then, and everything was much more focused as a result.
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
I was sleepy last night and just had a crazy idea..

2dODaNm.jpg


hgXdAri.jpg


53rmNdI.jpg


02sFAcn.jpg


I need to make some custom textures or something so it's not all the same stone texture, maybe some other time.
 
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Shogun

L6: Sharp Member
Jan 31, 2014
260
221
Is all that made out of brushes? You're probably going to want to make those really complex things models if you plan on continuing that.
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
Isn't that basically what func_detail does?

And yes, I was looking at the old gothic DooM maps that would crash my computer back in the day, and they are amazingly detailed, all with the basic brushes doom provides, so I got a little inspired.
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
5,522
A whole map done up with that is going to most likely hit either the brush limit or the tjunct limit, depending on how you go about it. The really repetitive pieces (like the supports on the railing) would be a really prime candidate for converting to a model.
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
It's going to be a relatively small koth_ map, and you can bypass that limit by making them displacements.

but as i will say when i get there
d92c032a1f.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Or learn propper!
It'd be better to learn a real 3D modeling program, so as not to be stuck with things like cylindrical columns whose corners all conform to the 1HU grid or so. Not to mention that real modeling apps let you customize how the polys are broken up so you can optimize for the best-looking vertex lighting.
 
T

The Asylum

It's been a long ass time since I've had anything to show here. Even longer since I've had anything good to show here. This post at least addresses the former.

zwlqXYz.jpg


MVM Melee Fort may be dead, but RD Melee Fort will totally possibly happen
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
It'd be better to learn a real 3D modeling program, so as not to be stuck with things like cylindrical columns whose corners all conform to the 1HU grid or so. Not to mention that real modeling apps let you customize how the polys are broken up so you can optimize for the best-looking vertex lighting.

What one would you recommend, that has a good online tutorialbase?
 
T

The Asylum

I'd say Blender, but I couldn't figure it out even with tutorials because I'm dumb
 

Ninamori

L1: Registered
May 7, 2015
31
10
Well I'm currently working on first "real" map.

I am essentially translating League of Legends Crystal Scar map into a TF2 CP map.

Here is a break down of how it will look (I know crappy drawing, but it will have to do):
OgZuLhA.jpg


For reference here is what the Crystal Scar looks like:
1iFW3VI.jpgp


A few challenges I'm dealing with (probably nothing to a vetran, but for me it's a bit hard) are the fact that the map is very circular, translating certain aspects of a MOBA to a FPS will be awakward, but not impossible.

Finally here is the very very very early version of the map:
8do2ZSn.png


I'm currently on break, and start back up school in a week so I'll see what I can get done. After I start my classes I'll work on it more additions will be even smaller, but such is life. Hopefully one day this will be completed.
 

Ninamori

L1: Registered
May 7, 2015
31
10
That looks really open and flat. I'm assuming you're not directly translating the layout into TF2, just taking inspiration from it?

A little bit of both. Initially I was planning on translating it directly, but I knew that it'd be relatively boring this way, and I'm not entirely sure if I am legally able to use Riot's textures.

I do plan on making this TF2 themed, and adding some height variety. However, as I am working on this I find that working with curves (circular stuff basically is what I mean) is proving to be somewhat more challenging than I expected. I'm thinking about putting this project on hold for now.

The other issue with this map is that one of the core objectives can't be translated as far as I know. Basically in The Crystal Scar whomever holds the most points drains the other teams energy, and whoever runs out of energy first wins. To translate this into TF2 it'd have to be a breed between KOTH, and CP. I'm not sure if that is possible without creating a new game mode, or if it has been done before.
 
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Crash

func_nerd
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Mar 1, 2010
3,348
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Not sure about your previous experiences with Hammer, but curves in general are a huge pain in the butt. They can look really cool, but it's basically slamming your head against a wall repeatedly until it's done.