mr.P Posted May 9, 2017 Report Share Posted May 9, 2017 Decided to make a tf2 map, This is DEWM, a king of the hill experiment in Team Fortress 2; set on my favorite red planet; on this planet there is a facility, this is where you fight! Here is a short video: Here are some more screens: I used Source 2 hammer to create the props, ended up making 100+ props, including animated, dynamic and static models, each prop was timeboxed to ~1h The name suggests "DOOM" but I mostly used Overwatch as inspiration for the props, setting and style; whilst keeping it tf2 styled...this is a 80's retro inspired sci-fi map with pipes, wires, glass floor and jump pads, custom content from top to bottom, If you want to test this map you can download it here: http://steamcommunity.com/sharedfiles/filedetails/?id=873248180 If you want to use these props you can download them here: https://tf2maps.net/downloads/dewm-hard-surface-asset-pack.3903/ If you want to use this map/props in SFM you can download it here: http://steamcommunity.com/sharedfiles/filedetails/?id=890128859 PS. The map looks better in game, D; Enjoy, Puddy, tomm, maxlevelboi and 16 others 18 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted May 9, 2017 Report Share Posted May 9, 2017 Wow this looks awesome! I'll have to run around this later. Also the Source 2 hammer workflow is interesting for creating props, what was your reasoning behind it? Just something you were used to or did you feel it was more efficient? Quote Link to comment Share on other sites More sharing options...
FMPONE Posted May 10, 2017 Report Share Posted May 10, 2017 Pretty epic, and how interseting that you used Source 2 to make the props mr.P and blackdog 2 Quote Link to comment Share on other sites More sharing options...
SirK Posted May 10, 2017 Report Share Posted May 10, 2017 Nice one! Are there any tutorials on how to make models with source 2 hammer? El_Exodus and mr.P 2 Quote Link to comment Share on other sites More sharing options...
RA7 Posted May 10, 2017 Report Share Posted May 10, 2017 Very nice work!! mr.P 1 Quote Link to comment Share on other sites More sharing options...
Darakuu Posted May 11, 2017 Report Share Posted May 11, 2017 This looks really cool, and brings me back to the glory days where every new day a new quality map would pop up in the server browser. Also, the prop-creation thing is interesting, I didn't even know you could do that with Source 2, this only amplifies my hype for the engine. mr.P 1 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted May 12, 2017 Report Share Posted May 12, 2017 Looking pretty cool! I am also interested in the Source 2 prop creation. How did you do that? mr.P 1 Quote Link to comment Share on other sites More sharing options...
Powindahh Posted May 13, 2017 Report Share Posted May 13, 2017 This is actually so wild. Really really fantastic detailing and all around work. mr.P 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted May 15, 2017 Report Share Posted May 15, 2017 Mention Source 2, win the internets. I'll join the crowd and say this looks great, but I am also interested in this Source 2 workflow! Quote Link to comment Share on other sites More sharing options...
mr.P Posted May 15, 2017 Author Report Share Posted May 15, 2017 thanks all, I'm curious ab the "sudden" source 2 interest considering i made this map that I posted here a few years back, which pretty much follows the same workflow as this, guess interest has grown over the past ~3 years since the source 2 alpha tools were released, regarding this self explored workflow, I prepared a long post, but forgot to post it, and now its gone ...the gist was: 1. make a map in source sdk 2. import it into source 2 hammer (it reads vmf and uses the same units) 3. build your props to fit the map (just like source hammer; s2 hammer can't export mdl so a 3rd party application is needed) 4. export your props as fbx and import into a application that can export smd/mdl, like blender (free), xsi (free), maya, 3ds or modo 4a. fbx saves uv coords, but its not possible to uv unwrap/island for baking in s2 hammer, that's done in a 3rd party application 5. export to smd/mdl (if you have a qc compiler) and bring back to source sdk valve.developer is the place to go for documentation, dota2 tools and destinations tools ...mixed with your own curiosity and creativity! (but I'm pretty sure there will be tutorials on youtube etc once there is enough incentive to make em) I'll quote myself from two years ago and say the source 2 hammer is still "awesome"! and if you haven't tried em I think you should!! note: there is nothing special with this workflow, I've used maya/max for the past 15 years, but found this more enjoyable, hope it helps, if you have specific questions I'll try and answer them, thanks Andre Valera, Darakuu, 2REK and 4 others 6 1 Quote Link to comment Share on other sites More sharing options...
abc Posted May 15, 2017 Report Share Posted May 15, 2017 This looks fantastic! Might I ask how many hours you put into it? I'm trying to get a feel for what a reasonable time limit is for a finished map. Quote Link to comment Share on other sites More sharing options...
mr.P Posted May 16, 2017 Author Report Share Posted May 16, 2017 13 hours ago, Christian H said: This looks fantastic! Might I ask how many hours you put into it? I'm trying to get a feel for what a reasonable time limit is for a finished map. thanks started working on it in December 2016, and released it end of February 2017, probably did 1-3 hours most days with a 3 weeks downtime over Christmas, here is the full Update history https://tf2maps.net/downloads/dewm.2853/updates Quote Link to comment Share on other sites More sharing options...
mr.P Posted May 24, 2017 Author Report Share Posted May 24, 2017 found another old wip picture, this is most of the static meshes in the map before getting textured, will2k and Freaky_Banana 2 Quote Link to comment Share on other sites More sharing options...
text_fish Posted June 30, 2017 Report Share Posted June 30, 2017 On 5/15/2017 at 9:10 AM, blackdog said: Mention Source 2, win the internets. I'll join the crowd and say this looks great, but I am also interested in this Source 2 workflow! Ahaha, this reminds me my all-time top post on Reddit is literally "Source2". This map looks coolio. Quote Link to comment Share on other sites More sharing options...
JorisCeoen Posted July 2, 2017 Report Share Posted July 2, 2017 This looks pretty darng cool! Quote Link to comment Share on other sites More sharing options...
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