WiP in WiP, post your screenshots!

Jigen

L1: Registered
Oct 18, 2009
22
3
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.

You could try emulating Standin where all 3 points can be captured at any time until one team holds all of them.
 
D

Digaag Wa Riz

As long as there are random Teemo shrooms scattered about the map as hazards I'm sure you can't go wrong.
 

Ninamori

L1: Registered
May 7, 2015
31
10
As someone who [breifly] worked with Unity I had no idea just how much I would miss being able to play test things live. Personally I could give a rats ass about the next Half-Life game I am more interested in seeing what they've done Hammer, and other development tools.
 
Oct 6, 2008
1,969
451
Or learn propper!

If someone could tell me how to get propper working it would be appreciated - tried five tive now can't seem to get the config to work right!
 

Soilbleed

L2: Junior Member
May 7, 2015
62
246
Wanting to get this upto a standard where i'm happy for it to be play tested (a lot of the rooms felt really small and pretty boring, so i've been doing massive rebuilds) The added detail is just to keep me motivated (naughty me for detailing a pre-alpha map, but its fun and i'm not so attached to it that I wouldn't scrap and change large portions post feedback :p)

LsprfJR.jpg

3XWGiNo.jpg
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,044
627
Wanting to get this upto a standard where i'm happy for it to be play tested (a lot of the rooms felt really small and pretty boring, so i've been doing massive rebuilds) The added detail is just to keep me motivated (naughty me for detailing a pre-alpha map, but its fun and i'm not so attached to it that I wouldn't scrap and change large portions post feedback :p)

LsprfJR.jpg

3XWGiNo.jpg

Wow! That looks much improved from the first screenshot! However, I noticed you have an HL2 metal texture by those stairs in the foreground of the second image, you'll want to replace that with a TF2 texture.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
A couple of Valve TF2 maps use HL2 textures. The windows all around Gorge's RED building that face outside? HL2 texture with a glowing brush behind it.

But indeed, those metal floor textures have lots of TF2 equivalents.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
A couple of Valve TF2 maps use HL2 textures. The windows all around Gorge's RED building that face outside? HL2 texture with a glowing brush behind it.

But indeed, those metal floor textures have lots of TF2 equivalents.

Not to mention the HL2 concrete barriers on Badwater
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Now that you mention hit.

u wot m8


Also: VALVE, Y U NO USE LOWER LIGHTMAP SCALE.
 
Oct 6, 2008
1,969
451
They think no one will notice but the DO!
 

Soilbleed

L2: Junior Member
May 7, 2015
62
246
Wow! That looks much improved from the first screenshot! However, I noticed you have an HL2 metal texture by those stairs in the foreground of the second image, you'll want to replace that with a TF2 texture.

Ah thanks for pointing that out. Changed to the TF2 equivalent :)
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
I'm working on my remake of pl_city which used to be orange. Texturing it from the start now:

FEVFPFh.jpg

YjYUX5O.jpg
 

Ninamori

L1: Registered
May 7, 2015
31
10
Here they are. About 6 or 7 in total, and I didn't want to make my post look too huge.

I'm working on something of an office building where both red, and blu enter, and go at it. I'm eventaully going to put in some windows that will be open so that smart enough soldiers, scouts, engineers, demos, or etc can skip a floor or two, but it will be high enough so that they'll take a lot of damage.

Also eventually I will figure out the skybox so I won't have to stare at brick walls everywhere, or dev. textures.

Ultimately I decided to use teleports to make an elevator I guess I'll put down something better than arrow decals later on. I was going to do an actual elevator, but they seem to be problematic, and generally are a pain in the butt. Teleports aren't perfect either, but it's better than nothing.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
Here they are. About 6 or 7 in total, and I didn't want to make my post look too huge.

I'm working on something of an office building where both red, and blu enter, and go at it. I'm eventaully going to put in some windows that will be open so that smart enough soldiers, scouts, engineers, demos, or etc can skip a floor or two, but it will be high enough so that they'll take a lot of damage.

Also eventually I will figure out the skybox so I won't have to stare at brick walls everywhere, or dev. textures.

Ultimately I decided to use teleports to make an elevator I guess I'll put down something better than arrow decals later on. I was going to do an actual elevator, but they seem to be problematic, and generally are a pain in the butt. Teleports aren't perfect either, but it's better than nothing.
one thing to be careful about is making sure each floors are very distinct so the players can easily orient themselves. (I understand it's very early but your last screenshot suggests a lot of copypasting) you may find it difficult to make every area have a strong sense of purpose if they all offer similar/repetitive gameplay. it's part of what makes buildings tricky in level design.

as for teleports/elevators/ladders, I find they're all uninteresting ways to traverse vertical space gameplay-wise as they usually constrain player movement. it's good that you are planning a couple alternatives (windows and such) but you need to make sure to not divide the team too much by funneling different classes into different paths (or at least you'll need to figure out areas where teams can regroup). If the lower areas only get used by medics and heavies, you may have messed up as class diversity is part of what makes tf2 fun.

it's a lot of things to consider, but no one said making tf2 maps would be easy.
 

Ninamori

L1: Registered
May 7, 2015
31
10
one thing to be careful about is making sure each floors are very distinct so the players can easily orient themselves. (I understand it's very early but your last screenshot suggests a lot of copypasting) you may find it difficult to make every area have a strong sense of purpose if they all offer similar/repetitive gameplay. it's part of what makes buildings tricky in level design.

Ya. I plan on trying to make the floors individualized so that it doesn't feel like the same thing over, and over again.

as for teleports/elevators/ladders, I find they're all uninteresting ways to traverse vertical space gameplay-wise as they usually constrain player movement. it's good that you are planning a couple alternatives (windows and such) but you need to make sure to not divide the team too much by funneling different classes into different paths

I'm trying to make it so that the elevator is an option, but not the only one. I plan on adding some windows in for jumping classes. Possibly some sort of fire escape for non-jumping characters. I've thought about putting maybe a small set of stairs as an alternate route within the building. Scaling this has been kind of weird.

The main goal of the map is to sort of force players to use the upper floors to defend, and also to push through it. One thing I never really liked about KOTH maps is that it kind of just forces them into a blender, and it just becomes brainless spam fest after some point. I'm trying to make it so that the team who can push, or defend the best will win not just who can spam the most rockets/stickies/etc.

All in all though this is still pre-alpha so I'm sure I'll change things around a lot. I've though about doing something like this, but with control points instead, but I feel like that'd be far too similar to what s/he did.