[WIP] PL_Great_Heights

Discussion in 'WIP (Work in Progress)' started by toutfou, Dec 6, 2008.

  1. toutfou

    toutfou L3: Member

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    [​IMG]


    You can download from FPS Banana here: http://www.fpsbanana.com/maps/73905

    ---------------------

    Finally, after roughly three months or so - it's time to unveil my own level, PL Great Heights!

    Yeah yeah, the name is so so, I'm contemplating changing it if I can decide upon a more inventive name that is as descriptive as 'Great Heights' - because that's what this map is all about!

    This is a three round, uphill struggle to penetrate Red's fortress atop the mighty mountain. Red have been moving in on Blu's territory overtime and have begun installing rayguns and rocket launching facilities. It's time for Blu to step up and remove the threat once and for all. The level takes place in an alpine environment and changing as Blu reaches higher altitudes.

    So far the level has been through around twenty dedicated playtests with the most recent having taken place last night, and lasting for 7 hours! I hope you'll check it and offer some feedback when the level is released in Beta form this coming week!

    Cheers
    Toutfou.


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    Last edited: Dec 15, 2008
  2. YM

    aa YM LVL100 YM

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    Whoa thats looking really good! I'm really impressed.

    /waits impatiently for the map to be publicly downloadable
     
  3. laghlagh

    laghlagh L6: Sharp Member

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    Looking excellent! The name is as you said, so-so, but I'm sure you'll come up with something better soon.
     
  4. eerieone

    aa eerieone

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    pl_falling :)

    looks great, i like maps experimenting with height advantage
     
  5. YM

    aa YM LVL100 YM

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    a pl version of cp_falling??

    that will really push people away!
     
  6. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    WOW this looks b-e-a-u-tiful! DO WANT!

    Gimme more screens! Or something. ^^
     
  7. HeaH

    HeaH L8: Fancy Shmancy Member

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    I remember alpha testing this map. It was really awesome :)
     
  8. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    Looks really well done.

    yes! We want more.
     
  9. flubber

    flubber L4: Comfortable Member

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    Looking really nice, i just hope we won't have another cp_amsterdam syndrom :p.
     
  10. luxatile

    aa luxatile deer

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    Looks fantastic. I love the whole great heights theme, I'd really love to try this out.

    I agree that you should find a better name, though. I'm not exactly good enough with names to help, though. :p
     
  11. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    map name suggestions:

    latin based:

    praealtus = very high
    elatus = "lifted up"
    excellentia = "higher position"
    procerus = "high grown"

    I had french instead of latin in school otherwise I would have more ;-)
     
  12. toutfou

    toutfou L3: Member

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    Hah! I remember your high ping!

    Problem is, most people won't know what they mean :) And therefor it won't give a good indication or motive behind the level.

    I've been thinking of something along the lines of Falls Fortress, but that could be mistaken to believe that there are few waterfalls throughout the level. Though I guess they'd see the true reasoning behind the name once they're in.


    Not sure what that syndrome is, but I'm guessing it won't be repeating itself :)

    Here's one more:

    [​IMG]
     
  13. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    Doesn't matter. A catchy name always trumphs a meaningful one ;). But in the end you have to chose what you feel comfortable with. Just giving you my two cents here! :)
     
    • Thanks Thanks x 1
  14. YM

    aa YM LVL100 YM

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    I see in that new screenshot a big jump in the shading on two adjacent pieces of track....

    Can I direct you here: http://forums.tf2maps.net/showthread.php?t=2994
    Using the method I describe there you can eliminate those lighting jumps and add a lot more of a professional look to your map :thumbup1:
     
    • Thanks Thanks x 1
  15. toutfou

    toutfou L3: Member

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    That doesn't affect the way shadows are cast on props though, does it? What you're seeing in the SS are two separate track pieces, one is further into the shadow of the BSP building to the right, so it's claiming to be in complete shade.
     
  16. YM

    aa YM LVL100 YM

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    yes it does change the way props are lit, the -staticproppolys one works out the lighting of a prop on a vertex by vertex basis rather than by just its origin, which means tracks are smoothly lit.
     
    • Thanks Thanks x 2
  17. toutfou

    toutfou L3: Member

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    Ah awesome! I'll give it a shot. Cheers
     
  18. kaplan

    kaplan L1: Registered

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    Mad top Mountain?
     
  19. Icarus

    aa Icarus

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    pl_acrophobia (Fear of Heights)
    pl_acropolis (Fortified Hilltop)
     
    Last edited: Dec 7, 2008
  20. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    pl_megus
    pl_ultus
    pl_highus

    xD