WiP in WiP, post your screenshots!

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
Throughout the year I've been working on my first payload race map called plr_chemicals. I've been on/off with it given I've been stumped here and there given it never functions as I hoped.
In the last few days I just figured out you're suppose to just have the one control point for each round and now I made some progress.
plr_chemicals0001.jpg plr_chemicals0002.jpg
I still have some problems with it. The RED bombcart refuses to move despite it's railway line being visable on the HUD.
The BLU bombcart works fine, but it's railway line is not visable on the HUD.

If I can get round one to work, I'll begin on round two and three.
 

Egan

aa
Feb 14, 2010
1,378
1,724
...

I still have some problems with it. The RED bombcart refuses to move despite it's railway line being visable on the HUD.
The BLU bombcart works fine, but it's railway line is not visable on the HUD.

If I can get round one to work, I'll begin on round two and three.

I'd suggest starting with the base game mode .vmf prefabs from ABS' resource pack here:
https://tf2maps.net/threads/ultimate-mapping-resource-pack.4674/

There is a "ABS_GametypeLibrary_xxx.vmf" that contains a functioning PLR set up, may even have all 3 stages (I don't quite recall).

If wanting to do more custom things I'd still start from the working prefab first. Some people say to fully learn how the entities work before setting up gamemodes for them, but I disagree of the importance of that for getting a map off the ground.

That map is looking pretty good so far though! Should get some environment lighting in and see what it looks like in-game, and hopefully get it ready for testing soon! :)
 

Mystic Monkey

L5: Dapper Member
Jan 24, 2011
224
12
I'd suggest starting with the base game mode .vmf prefabs from ABS' resource pack here:
https://tf2maps.net/threads/ultimate-mapping-resource-pack.4674/

There is a "ABS_GametypeLibrary_xxx.vmf" that contains a functioning PLR set up, may even have all 3 stages (I don't quite recall).

If wanting to do more custom things I'd still start from the working prefab first. Some people say to fully learn how the entities work before setting up gamemodes for them, but I disagree of the importance of that for getting a map off the ground.

That map is looking pretty good so far though! Should get some environment lighting in and see what it looks like in-game, and hopefully get it ready for testing soon! :)
The GameLibrary is actually what I've been using since day-1, given the development wiki tutorial was a little confusing in it's instructions and assembling the bombcart looks complicated. Even then there was still a lot of problems, trial and errors which had me baffled. Probably should use both the VDW tutorial and GameLibrary.

For example I recently figured out plr maps only have the one terminal per round. I should of figured this out ages a go. I can't recall step-by-step what I did, at one point it was the red cart that moved, not the blue. And the REDs keep spawning at the BLU spawn until I realised what "spawn for round" was for.
20201207153826_1.jpg
 

Skylark

Super Gay Developer
aa
Aug 9, 2018
163
373
Finished a bunch of tweaks on the maplist page

unknown.png


  • Active server shown
    • Server name
    • Current map
    • Next map (grey if not in the maplist)
    • Player count
    • Link to connect
  • Maps get attributes
    • Next Map
    • Playing
    • Played
  • If maps are added with a tf2maps.net forum link username will receive a colour to match forums (I get pink though), and link to their profile
  • Maps added to the bot are added to the maplist automatically (if you want it to be added immediately refresh with , just note there is a 15 second cache)
  • Theme to match forums
  • Host mode (click the crown) and get access to clipboard links to copy !setnextmap (left) and !map (right) commands.
  • Indicator if a map has been on the list for more than a week.
 
Last edited:

NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
19
6
My time has come

*Ahem* So, I like TF2. And I like Age of Mythology. So I thought, "why not mix the two"?

Thus, ladies and gentlemen, I present... my still unnamed and unfinished KOTH map-

BLUSide.png Here's the BLU side. The buildings are modeled after the Atlantean buildings. The Town Center (tho it's more sealed off since it's the spawnroom), the Manors, the Watch Tower, Military Barracks, some walls... etc.

REDSide.png I'm still working on the RED side but the buildings are modeled after the Greek buildings. There's their Town Center, along with a House, a Military Academy and a Watch Tower

ControlPoint_Outside.png ControlPoint_Inside.png And this is where the control point is gonna be. The structure is modeled after a Plenty Vault which is featured in AoM's own King of the Hill maps
 

Attachments

  • BLUSide.png
    BLUSide.png
    1.5 MB · Views: 232
  • REDSide.png
    REDSide.png
    1.5 MB · Views: 212
  • ControlPoint_Outside.png
    ControlPoint_Outside.png
    1.6 MB · Views: 277
  • AoM_MapScreenshot.png
    AoM_MapScreenshot.png
    4.8 MB · Views: 241

Mozi

L1: Registered
Jul 19, 2009
17
1
Clean up work on my level. Scaling back on details got carried away. Less materials - more flat greybox

Most of first round feedback added, no diaper skybox, func respawn rooms etc. Center expanded but now I have to go back and redo sight line blockers.

Iteration is fun.
 

Attachments

  • Clipboard01.jpg
    Clipboard01.jpg
    251.2 KB · Views: 378

Keizer Ei

L1: Registered
Feb 10, 2021
49
61
A1 and A7 of my map, ive basically changed every major area surely theres gotta be a more efficient way of mapping
20210323182012_1.jpg
20210323182608_1.jpg
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035
A1 and A7 of my map, ive basically changed every major area surely theres gotta be a more efficient way of mapping
20210323182012_1.jpg
20210323182608_1.jpg
If your alpha looks that different in the first seven versions, you are being so much more efficient than those who update after moving one healthpack and adding a door
 

D.C.V.

L2: Junior Member
Sep 11, 2020
52
37
I have recycled the taxi model into a Japanese ambulance, if you don't know, it's a based on the 1966 Toyopet Kyukyusha. There are two versions.
upload_2021-7-24_22-24-51.png


doors open
upload_2021-7-24_22-26-38.png


test in tf2:
upload_2021-7-24_22-38-35.png
upload_2021-7-24_22-40-10.png
upload_2021-7-24_22-41-1.png
upload_2021-7-24_22-41-42.png
 
Last edited:

D.C.V.

L2: Junior Member
Sep 11, 2020
52
37
Does anyone knows how to turn prop vehicle's windows (or glass) clear? Just to change six windows on the ambulance. :thinking:
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Yeah. Basically you have to:
  • Set up your model so that those particular polygons use a different material than the rest of the model; you can and should keep the UV mapping the same
  • Make the material file for that material, referencing the same $basetexture but also including $translucent 1
  • Add alpha-channel transparency to where the windows are in your texture, along with any other alterations you might want (clouded-looking edges are a popular choice)