[WIP] zf_asylum

Discussion in 'WIP (Work in Progress)' started by dirtyminuth, Jan 29, 2009.

  1. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Latest Update : February 15, 2009 : Beta 1 Release!
    Download here : http://forums.tf2maps.net/downloads.php?do=file&id=1014


    Original Update : January 29, 2009 : Dev Screens

    I wanted to post some progress on a Zombie Fortress map I've been working on since early December. ZF is uniquely entertaining, and a nice, casual departure from vanilla TF2 (which is already very casual). Unfortunately, the supporting maps could be better. This is where zf_asylum comes in. It's a survival style ZF map where humans defend an asylum on a small plateau (inspired by my coastal drive down to Big Sur in California).

    (Also check my Flickr Account):

    View from the front:
    [​IMG]

    Looking through the front wall:
    [​IMG]

    View from the rear:
    [​IMG]

    Another view from the rear:
    [​IMG]

    Basement:
    [​IMG]

    Center lobby (What could that orange dev object be?):
    [​IMG]

    Near the chimney:
    [​IMG]

    Opposite the lobby:
    [​IMG]

    Map overview (which resembles some sort of stingray):
    [​IMG]

    Obligatory comedy, "When You Wish Upon A Sticky":
    [​IMG]

    Enjoy! :D
     
    Last edited: Feb 15, 2009
  2. Ezekel

    Ezekel L11: Posh Member

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    bach's stoccata and fugue are what come to mind when i look at the atmosphere and archetecture of the map. - really nice looking.
    though not really a fan of ZF personally. still good job.


    edit: maybe if you can find an appropriate model - add an organ somewhere.
     
  3. Tinker

    aa Tinker

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    While I'm not really a fan of ZF, I must say this fits the gametype very well. I guess it would be the only gametype where I don't have too muchg gripes about HL2 textures.
     
  4. Owlruler

    Owlruler L12: Fabulous Member

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    D: MUST PLAY :wow:
    I'm a fan of zf maps myself and this definately fits the style. It looks uncannily like twilight though :confused:.
    Anyway, if you want to test it send What the Funk a pm here or fpsbana since he's the admin of a zombie server.
     
  5. Sgt Frag

    Sgt Frag L14: Epic Member

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    Looks pretty cool. Great architecture.

    I think good zf maps would make it alot more fun. I've only had a chance to play dustbowl and it's just too dark.

    However I get alot more of a church feeling from it. umm, I guess it's the fireplace room that looks like a chapel to me.

    I think having more stark stucco inside. less red brick and wood. more metal, concrete and maybe just a tinge of green light,. That'll make it alot more cold/unnatural. the basement really hits on what I'm talking about.
    Maybe tiles upstairs/ground floor but get rid of the spec on them. (I did this for medieval, just a new vmt with no spec).

    Assuming by asylum you mean mental institution.
     
  6. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Thanks for the comments!

    An interesting idea! Not much of a modeler, but that coupled with some custom sounds could really add to the atmosphere.

    If you're thinking the brick texture is HL2 - it's not. This map is pure TF2 textures (minus tool textures).

    The light_environment is twilight inspired, though I feel asylum is more consistent in style. I might take you up on your playtesting offer - the more exposure the better!

    Yes, this could be a convincing chapel / church. Asylums often facilitated places of worship. Calling it an asylum fits in with the ZF theme better.

    I can try to introduce additional visual disparity to the map. The most consistent way I can think of is to replace brick with concrete, mainly in the towers or other jutting architecture. Adding metal would be tough; in fact, I'm working on some custom textures to replace the metal roof with darker shingles. Your lighting idea sounds interesting, too!
     
  7. What The Funk

    What The Funk L1: Registered

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    this looks lush. im an admin on a ZF server and id love to put it up. just contact me when its on fpsbanana for download

    good work
     
  8. Spike

    Spike L10: Glamorous Member

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    wow it looks very nice, outdoors are impressive but you should detail more the indoors it looks very flat and not detailed.

    Oh and I would change the skybox to a darker one and make the lighting more blue instead of pinky
     
  9. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Evening! Updated development screens. Nothing huge, just props / details. The map now gives off a 'complete' vibe. I've updated the main post with a running checklist of items to complete before release (which should be by Feb. 14).

    View from the front
    [​IMG]

    View from the rear, right side:
    [​IMG]

    View from the rear, left side:
    [​IMG]

    Inside the left tower:
    [​IMG]

    Inside the right tower:
    [​IMG]

    Basement. Added a tinge of green to the lighting:
    [​IMG]

    Second floor view:
    [​IMG]

    Inside the (same) right tower:
    [​IMG]

    If you're interested, visit my Flickr Account for larger images. Now it's time to get some sleep!
     
  10. Sgt Frag

    Sgt Frag L14: Epic Member

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    It's looking really nice. I have only played a few zf maps so far and wasn't impressed. This is the first one I've seen that actually looks like some effort was put into it. That can only help the gamemode IMO.
    I know it's not all about looks but crappy maps are, well...

    I also really like the fact that you chose to light it, which is my major complaint of the few zf maps I tried to play.

    ----------
    Either way, I think you should make an arena map out of it too when you're done. Could be a cool alternative to existing arena's.

    Not sure, might be a little large? In which case you could probably just board off a few areas to limit it some.
     
  11. dirtyminuth

    dirtyminuth L5: Dapper Member

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  12. Sgt Frag

    Sgt Frag L14: Epic Member

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    Dl'ed and ran around.

    I gotta say man I love the building. Nicely done. I like the lighting too, I could play any style of map in it, but it is suited well towards a nice dark zombie gameplay.

    I think the desert terrain clashes though. Just doesn't look good with the ground of the asylum itself IMO. I think more alpine, the grey rocks tex would be better, some trees around the skybox and maybe even fog it so those cliffs are barely visible. Use a really dark blu fog.
    I also think having more of a grey/green/blue background would just make the asylum stick out more and really make it the focal point. I think the red cliffs detract from that.

    Cool that the attackes have to fight thier way in. But it almost seems like it takes to much damage per board. Once I tried I think it took a whole minute for me to get in. I didn't time it but it seemed slow. Especially if someone inside was shooting at me.

    The inside doors are cool, but I think it would be better if they just 'broke' and swung open maybe, or splintered more. The big holes are a little weird. They too take along time to break down.

    It looks 1000 times better than zf-lake and zf_dustbowl. Those are the only zf maps I've played so far. I won't play them either, I would play this.
     
    • Thanks Thanks x 1
  13. dirtyminuth

    dirtyminuth L5: Dapper Member

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    Thanks for the feedback Frag!

    Reception

    So far the map has been received fairly well. The major complaint is the size (too large) and the plethora of barricades. Based on 335 rounds (in 4 days!) humans have won 70.1% of the time. This can be attributed to the map size (easy to hide), humans failing to spawn, and a couple areas that are easier to defend (which aren't as easy as they seem - people still need to learn the alternate entrances to each area).

    Beta 2 Plans

    Decrease map size

    This can be accomplished by removing a large part of the hallways and adjacent rooms. This will leave three 'main' areas - the bell tower, the computer room, and the octagonal room. This will help to centralize the action.

    Implement alpine theme

    The desert skybox will be replaced, as will any desert-style cliff textures. I'll also address the fact that this asylum is alone on a cliff, completely inaccessible.

    Improve barricades

    This includes making all barricades weaker. I'll be modifying the doors so that you don't have to damage the inner, then middle, then outer portions. You'll be able to break the outer portion first, though it takes longer than going inner > middle > outer. This leads to a tradeoff : Breaking the outer takes longer but doesn't expose you to the other side. Breaking inner > middle > outer is faster, but exposes you to the other side. I'll also make each portion more splinter-shaped. This should improve flow.

    Improve theme

    I want to add some more 'themed' elements to the map. They're secrets for now!

    Expand objectives

    Moving to a CP-theme is an option, though it wouldn't be a completely traditional setup.

    Back to Hammer!
     
  14. Owlruler

    Owlruler L12: Fabulous Member

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    What door texture are the doors since I am going to make a map and I would like doors like that. If they're valve tell me what they are or, if they're custom, could you PM me a download link?
     
  15. GrimGriz

    GrimGriz L10: Glamorous Member

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    I have to say...I wasn't a big fan of ZF...or at least the idea of it. One night I was bored and joined a game by clicking the "whoever is playing tf2, click here to join" link in chat and your map was playing. I had a really fun time.

    Is there stuff one would need to know when making a zf map, and if so, is there a tutorial for it?
     
  16. Mar

    Mar Banned

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    The lighting in the basement is great, but the rest of the place needs more "spooky" lighting. Maybe more candles? A chandelier wood be epic. Instead of a few strong lights, make more small ones that have a small radius. So instead of 1 or 2 over head lights, have 10-20 candles. The lighting will make the map scary.

    Maybe throw in some fog outside? Or every wheres with the env_fog_controller?

    The building doesn't look destroyed enough inside. I don't know how, but if you could splinter some areas of the floor, that would be awesome.

    If you can find a piano model, I'm sure you could make organ pipes with brush work. That would take a while, but it would add tons of personality to your map.

    Make sure that there are plenty of objects to barricade doors with for maximum fun.
     
  17. Owlruler

    Owlruler L12: Fabulous Member

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    Originally posted by GrimGriz:
    Grim, there is no real different entity setup for zombie maps, you really only need to make it so that when the timer runs out, red wins, the server pluging does the rest of the work, i.e. weapon stripping, team randomizing, decideing when all the reds are dead e.t.c., by itself. But when making zombie fortress maps, there needs to be alot more ammopacks than healthkits, most zombie maps have a cp so when there is a no-spawner, the zombies can cap it rather than wait ing for several minutes. Also, zombie fortress is possibly the only time it's ok(ish) to use texture from other games since zombie fortress doesn't fit well with the normal style of tf2. As you can tell, I like zmbie fortress quite alot and on the Necrophix server, I'm 23rd best survivor and 32nd best zombie out of 33,567. So to answer you question Grim, there isn't really a special entity setup.
     
  18. TMP

    aa TMP Abuser of Site Rules

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    The big problem here comes with what I was trying once.

    On red team, while I was a zombie, 3 red snipers just owned the crap out of us on the roof. The barricades were way too good. Wayyyy too good. Glad you're taking it into account.

    Overall, it is a fun map, perhaps not scary enough for humes, as they have great advantage here.