Zinkenite

CP Zinkenite B3a

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honeymustard

L9: Fashionable Member
Oct 26, 2009
698
575
I think the ground texture, with the rocks, needs a bit more contrast. The rocks should really stick out, like Badwater's ground.

edit: also some custom rock models that could be scattered on the ground (rock06.mdl or something? they're all over badlands etc) would be cool
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
holy hell
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Update to stage_a_15:

A LARGE update, the gameplay should be similar to a_14, with maybe a few changes here or there. The bulk of the update deals with a detail pass, which is around 75% complete. This map should be fully playable, and the purpose of testing this version is to understand opinions about art style, clipping issue, and overall progress so far.


Check the download for the new version, which should be up in a few minutes.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
http://dl.dropbox.com/u/813382/TF2/Contest6/timeleft.html
Hey look at that. 13 days and some odd hours left! You know what that means! That's right, clipchecking time, yay! I shall clipcheck Zig for you free of charge*

Because I cannot do replays on listen servers, I will do classic clipchecking with screenshots, posted to this thread before the 7 Days Left mark approaches. If you hate my usual methods of a large post of screenshots and really want a video, I'll look into Procaster but I've been having issues with it saving the entire recordings that I do.

I will only clipcheck your map when it is detailed to a point that includes displaced cliffs and ground, overhanging roofs, supports to hold up buildings, etc. If you map has reached this stage, then you're good to go. If you have yet to release a version of your map that you would like clipchecked, you may let me know through PM here or on Steam - I'm in the chatroom all the time - and either tell me when to expect it or give me an unpacked quick compiled version of what you've got and I can do that.

Clipchecking time's the best time of the year.

*though I appreciate a mention in thread OPs and if the map ever becomes official I would probably bother you to get a cent for each 98 you earn, but that's just me being selfish and beside the point. This is a joke, laugh at it, don't take me seriously
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
*though I appreciate a mention in thread OPs and if the map ever becomes official I would probably bother you to get a cent for each 98 you earn, but that's just me being selfish and beside the point

Wow--you know, yyler clip-checked a TON out of my map for free, out of the goodness of his heart. Wasn't that really nice of him to do it without asking? Maybe I'll buy him something on steam one of these days just for being a nice guy.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Ok, so some visual updates, I nerfed the wooden support models I made in exchange for some tf2 ones, and gave the corrugated metal parts on the setup gates a slight orange tint, so that they are a bit more visually important, and because the regular setup gates are orange--it's a gameplay clue.

detail_pass_034.jpg


Also, turned the cave on the rock ledge right outside blue spawn into a 2nd exit. I felt it was important to reduce the clutter from the other side route.

detail_pass_035.jpg


detail_pass_033.jpg


detail_pass_036.jpg
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Update to stage_a_16:

A few visual improvements--colored setup gates for gameplay clues, replaced the wooden barriers with the traditional tf2 mining barriers. Also added some gameplay changes, a better accessable ramp for the side path to B (no more awkward jumping), a 3rd spawn exit for blu, which should aleviate traffic from the left side route, plus lots of clipping fixes.

Check the first post for download.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
red spawn building is being rendered from the blu spawn. i think you should make it so it doesnt happens and i dont get framerate drops anymore. below is a view from blu spawn. circled are some parts of red spawn building that i shouldnt be seeing from there.
cp_zig_stage_a_160000-1.jpg
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I haven't hint/skipped anything yet, so for now you'll just have to deal with it. I know it's a pain. Sorry!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
It is beautiful and I love it, although the setup gate metal could be oranger (then it'll probably be super orange oh well don't listen to me).
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
It can be more or less orange on a moment's notice, I'm just using $color2, it saves filesize. I might tone it up a bit, I'm starting to agree that maybe it could be a little more orange as well.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
You did well. I'm gonna say it was all you and Yyler helped out very little because I want to keep my job and want to believe that I've taught you how to properly clip so well. Yep. That's what my story is so I can sleep at night.

In a seemingly random order!

http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160015.jpg
This is above a BLU route into B. It also covers a second route in.

http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160014.jpg
http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160013.jpg
Inside of the BLU route mentioned above, specifically the last one is an issue, being so close to BLU's entrance and not being seen. That whole area has a couple though.

http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160012.jpg
Heading towards A, above the health pack and ammo kit before you go into A's area is this. Could possibly be bad.

http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160008.jpg
Now at A, this one isn't too bad since you can be seen from a far distance away, but it's at the point. You choose.

http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160011.jpg
http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160010.jpg
http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160009.jpg
http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160005.jpg
That whole area in general is a little bit meh, but the three places specifically could easily be used in RED's favor (especially the one way up there)

http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160007.jpg
http://dl.dropbox.com/u/1490725/cp_zig_stage_a_160006.jpg
In this building, you got these two pieces of wood sticking out. Being the entrance to the often-used shack, and being so tight of a shack, this isn't the best thing to keep around.

Don't forget my one cent /joke
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Thanks little, I'll take a look at those when I get to the last batch of playerclipping.

So I'm getting to the point of drawing the map to a close, as the contest is also coming to the end. The detail is finishing up, and I have started a todo list to help me get everything right before the end. You can check it here if you'd like, double check my list, make sure I'm not forgetting something important. One of the first things I'll be doing is modifying the window props to disable the phong on them...am I just being picky or do they look miserable in direct lighting? Idk, I'll have to play with them.

Here's a screenshot or two of some more detail work:

detail_pass_037.jpg


detail_pass_038.jpg
 
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