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  3. Level Design

[TF2] ctf_aerospace (beta 4)

  • arhurt
  • May 19, 2008 at 5:35 PM
  • arhurt
    • August 22, 2008 at 3:38 PM
    • #41

    Hey guys, here is the advancment I could squeeze up this week:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90000.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90001.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90002.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90003.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90004.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90005.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90006.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90007.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a90008.jpg]

    Also, here is a nice gallery of the props that I made for the map: (I just noticed thatI'm missing the blue light post there)

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/Props.jpg]

  • arhurt
    • August 27, 2008 at 6:54 PM
    • #42

    Well then it is done, the new alpine props from Valve are perfect for the map.

    The change is still not complete, the skybox needs a lot more detail now because frankly, the Alpine skybox is quite siple and works for a small map such as Lumberyard, but is a little repetitive for a large one.

    But overhall I belive that the Alpine look fits the map much better. Also make sure to check the soundscapes I've created. Nothing fancy but once I get the planes to fly around it will add so much atmosphere!

    I belive this is the final Alpha version, all that is left now is minor tweaking to gameplay and adding details until I'm happy with it.

    And now a compile log info:

    Code
    vbsp
    
    
    27 seconds elapsed
    
    
    
    
    
    
    
    
    vvis
    
    
    Total clusters visible: 69083
    
    
    Average clusters visible: 106
    
    
    6 seconds elapsed
    
    
    
    
    
    
    
    
    vrad
    
    
    10 minutes, 11 seconds elapsed
    
    
    
    
    
    
    
    
    vrad HDR
    
    
    10 minutes, 24 seconds elapsed
    
    
    
    
    
    
    
    
    
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    
    
    ------------       ---------------  ---------------  -------- 
    
    
    models                  46/1024         2208/49152    ( 4.5%) 
    
    
    brushes               3345/8192        40140/98304    (40.8%) 
    
    
    brushsides           22205/65536      177640/524288   (33.9%) 
    
    
    planes                9628/65536      192560/1310720  (14.7%) 
    
    
    vertexes             25058/65536      300696/786432   (38.2%) 
    
    
    nodes                 2353/65536       75296/2097152  ( 3.6%) 
    
    
    texinfos              3813/12288      274536/884736   (31.0%) 
    
    
    texdata                182/2048         5824/65536    ( 8.9%) 
    
    
    dispinfos              267/0           46992/0        ( 0.0%) 
    
    
    disp_verts           11931/0          238620/0        ( 0.0%) 
    
    
    disp_tris            17856/0           35712/0        ( 0.0%) 
    
    
    disp_lmsamples     2346244/0         2346244/0        ( 0.0%) 
    
    
    faces                13868/65536      776608/3670016  (21.2%) 
    
    
    hdr faces            13868/65536      776608/3670016  (21.2%) 
    
    
    origfaces            10739/65536      601384/3670016  (16.4%) 
    
    
    leaves                2400/65536       76800/2097152  ( 3.7%) 
    
    
    leaffaces            17110/65536       34220/131072   (26.1%) 
    
    
    leafbrushes           5968/65536       11936/131072   ( 9.1%) 
    
    
    areas                    6/256            48/2048     ( 2.3%) 
    
    
    surfedges           114237/512000     456948/2048000  (22.3%) 
    
    
    edges                73974/256000     295896/1024000  (28.9%) 
    
    
    LDR worldlights        561/8192        49368/720896   ( 6.8%) 
    
    
    HDR worldlights        561/8192        49368/720896   ( 6.8%) 
    
    
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    
    
    waterstrips           1953/32768       19530/327680   ( 6.0%) 
    
    
    waterverts               0/65536           0/786432   ( 0.0%) 
    
    
    waterindices         38496/65536       76992/131072   (58.7%) 
    
    
    cubemapsamples          99/1024         1584/16384    ( 9.7%) 
    
    
    overlays               200/512         70400/180224   (39.1%) 
    
    
    LDR lightdata         [variable]    20361932/0        ( 0.0%) 
    
    
    HDR lightdata         [variable]    20361932/0        ( 0.0%) 
    
    
    visdata               [variable]       62436/16777216 ( 0.4%) 
    
    
    entdata               [variable]      170668/393216   (43.4%) 
    
    
    LDR ambient table     2400/65536        9600/262144   ( 3.7%) 
    
    
    HDR ambient table     2400/65536        9600/262144   ( 3.7%) 
    
    
    LDR leaf ambient     11826/65536      331128/1835008  (18.0%) 
    
    
    HDR leaf ambient     11841/65536      331548/1835008  (18.1%) 
    
    
    occluders                0/0               0/0        ( 0.0%) 
    
    
    occluder polygons        0/0               0/0        ( 0.0%) 
    
    
    occluder vert ind        0/0               0/0        ( 0.0%) 
    
    
    detail props          [variable]           1/139096   ( 0.0%) 
    
    
    dtl prp lght          [variable]           1/4        (25.0%) 
    
    
    HDR dtl prp lght      [variable]           1/4        (25.0%) 
    
    
    static props          [variable]           1/106028   ( 0.0%) 
    
    
    pakfile               [variable]       24066/0        ( 0.0%) 
    
    
    physics               [variable]     1251609/4194304  (29.8%) 
    
    
    physics terrain       [variable]       66596/1048576  ( 6.4%)
    Display More

    And the screenshots:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100000.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100001.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100002.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100003.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100004.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100005.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100006.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100008.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100009.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_a100010.jpg]

    I'm uploading the map and it should be availabe soon

    Thanks all.

  • Freak
    • August 27, 2008 at 9:10 PM
    • #43

    ruler of the sky

    i really like the cave

  • Jenn0_Bing
    • August 30, 2008 at 10:41 AM
    • #44

    Yeah, the alpine themed content works perfectly. Nice work.

  • Meotwister
    • August 31, 2008 at 1:47 AM
    • #45

    looks great, alpine stuff works pretty well.

    You may have to disable shadows on some of those trees in the playable area tho, looks a bit off.

  • arhurt
    • September 10, 2008 at 3:37 AM
    • #46

    Big update!

    This version shown here is a Beta release candidate. That's right, I'll finally move from Alpha and into Beta. What does that mean? I'll soon put the map out on FPSB and advertise it out in as many forums as I can. I have been avoiding exposure of the map so far, and when I reach beta I'll want as much exposure as I can get.

    But before that I'm putting this Beta release candidate for gameday so we can hammer down any showstoppers or major bugs. Also this will give me time to properly write a readme thanking and acknowlaging (sp?) everyone who's helped me so far. I also added the TF2Maps.net posters

    First off, the overhall changes:

    SIGNS! - Yes, now you can't make a turn and not have a sign directing you somewhere. Signs are all over the place and especially the area leding from the spawnrooms to the intel has been made to ensure that players know where their intel is from the very first moment they arrive in.

    Lightning - Finally I have reached the perfect sun settings for my map. W00t!

    Ok, enough talk, lets comment on some screenies, one area at a time, on the next post:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0067.jpg]

    First is this overhead view of the map. One thing you can't see here is the cave because it is under the mountain. But then, I just wanted to see how this was done and I'll make a decent overhead view for beta release.

    ____________________________________________

    Spawnrooms

    I had expanded the spawnrooms from the last iteration. I wanted to have a little extra space in the spawnrooms so I can add a map of the map and some other scenery as well as a large wall for forum/community banners and posters that is somehow hidden, but present.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0065.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0064.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0066.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0017.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0015.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0016.jpg]

    The spawnrooms are basically the same. I added a small area before the ressupply rooms where you can see the big boss office with a large glass window so he can watch his workers punch their cards and come to work. I have changed the intelligence room quite a bit (you'll see) and I didn't want to throw away the nice spyboss table I had done there, so I moved it here.

    ____________________________________________

    Hangars (inside)

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0063.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0061.jpg]

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    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0020.jpg]

    Not much changed here in terms of general layout, but I tweaked the lights to give more contrast to the props in the middle of the room, making more clear the division in the passable area that they represent. The signs by the side of the stairs also help to keep the playerflow© fluent.

    ____________________________________________

    Hagars (ceiling)

    This area presented problems due to the HDR settings. I found out that for some reason I left an alpha channel on the ceiling texture, and the engine was interpreting it as a specular mask thus making the ceiling highly specular. This problem has been solved and the ceiling became dramatically more defined on both bases. You can alos notice the new details around the red base, that was kind of barren on every one of the past iterations.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0055.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0057.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0025.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0027.jpg]

    I also enlarged the windows in front of the hangar "tower" so attacking players have an easier time getting in the intel room.

    ____________________________________________

    Inner bases (upper level)

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0026.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0056.jpg]

    This area suffered a major reconstruction with the addition of more ledges and platforms. The raised areas give an attacking scout many ways of accessing the hangar, be it from the floor level, from the second level platforms or on top of the roof. The platform leading around the base should also be a good incertion point for a cloaked spy and possibly a good point for a pyro to drop on top of attackers.

    ____________________________________________

    Inner bases (ground level)

    This large open area is crampled from both sides by the hangar ceiling and the ofice buildings, but most classes must walk trough it.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0030.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0028.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0029.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0054.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0052.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0053.jpg]

    I added some props for cover and strategical movement, such as a few ramps and places that you can crouch and possibly hide from an unsuspecting player. I belive that in many situations this area will be the place for a fallen flag since anyone carrying the flag will have to go past it on the floor level (a scout can make a double jump from the hangar ledge to the platform on the office building, but it's a tricky jump). Since I set the return time of the flag for 2 minutes on my map I belive this will be most likely a stop for every capture (unless it's a very coordinated team capturing).

    ____________________________________________

    Intel Rooms

    Now this is the area I'm most proud of in this update. I made special props for each team so that the intel room in the hangar "tower" is the project schematics rooms. Check and see the new stuff!

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0024.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0021.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0022.jpg]

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    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0059.jpg]

    This time I timed it and a scout can get from spawn to the enemy intel in roughly 25 seconds. In the same timespan an engineer can get to the intel room and make a level 1 sentry in an optmal position.

    ____________________________________________

    Sewer and underpass

    This area had a few props added to provide cover and platforms to change from one level to another. Some more detailing and a tweak on the lights did the job. Alos, every base now has a ressupply locker near the rear entrance to the sewers/underpass so they can easly set a strong defensible position in the sewer.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0034.jpg]

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    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0048.jpg]

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    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0051.jpg]

    I also added a full ammo pack so that attacking engineers have a chance to set up an advanced base in this room that is quite strong. Also there are places to set up a hidden teleporter that should remain there unless the defenders are actively looking for it.

    I also changed the more angled ramps to stairs.

    ____________________________________________

    Cave

    Aside from tweaking the lightning a little more nothing changed here. I just added it so this overview of the map would be very complete.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0038.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0035.jpg]

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    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0037.jpg]

    The cave connects the two sewer/underpasses to the outside yard and office buildings, creating an 8 for the overhall layout of the map. I have removed the metal ramps and lamp fixtures and placed rock formations and an opening in the ceiling to let the daylight shine trough.

    ____________________________________________

    Office buildings

    I added a few shacks I copied from Lumberyard to add a little more interesting gameplay options to this area, such as places to hide teleporters and to sneak in as a spy or pyro. The platforms also give snipers three options of sniping. They can stay on the building and strafe trougnt the door at middle level, they can use the lower level for added cover, or they can use the highest platform, that gives the most field of view and angle advantage, at the cost of having close to no cover.

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0039.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0040.jpg]

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    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0048.jpg]

    If a sniper misses his target he also has plenty of time to run or prepare to face the foe, since only soldiers and demoman could jump up to his platforms directly, and all other classes have to go inside the building and run back to get to the sniper deck.

    ____________________________________________

    Yard

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…ace_brc0043.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0044.jpg]

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/ctf_aerospace/th_ctf_aerospace_brc0045.jpg]

    This area is where lots of fighting will take place. Since I changed my forest props for the Alpine trees from valve I had a feeling that Snipers had too much domination over this area. I added the bridge roof from 2fort to the middle of the yard and with the extra shacks I added they made for a very good playable arena. I also added tons of props that serve as ramps for the upper part of the tunnel.

    A crafty engy might realise that he can build a semi-hidden teleporter or sentry gun atop the trees!

    ____________________________________________

    Ok and that's it!

    List of things to do to beta: Decent readme file. Map of the level for spawn room.

    Well I hope you have enjoyed the update. I'll be packing and prepping a download for tomorrow so you can see all this stuff in first person.

    Thanks a lot for the read!

    edit:Forgot to add the compile log:

    Code
    vbsp.exe - 35 seconds elapsed
    
    
    
    
    vvis.exe - 7 seconds elapsed
    
    
    Total clusters visible: 67512
    
    
    Average clusters visible: 105
    
    
    
    
    vrad.exe LDR- 10 minutes, 38 seconds elapsed
    
    
    vrad.exe HDR- 10 minutes, 46 seconds elapsed
    
    
    
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    
    
    ------------       ---------------  ---------------  -------- 
    
    
    models                  46/1024         2208/49152    ( 4.5%) 
    
    
    brushes               3860/8192        46320/98304    (47.1%) 
    
    
    brushsides           25790/65536      206320/524288   (39.4%) 
    
    
    planes               11538/65536      230760/1310720  (17.6%) 
    
    
    vertexes             28522/65536      342264/786432   (43.5%) 
    
    
    nodes                 2366/65536       75712/2097152  ( 3.6%) 
    
    
    texinfos              4662/12288      335664/884736   (37.9%) 
    
    
    texdata                210/2048         6720/65536    (10.3%) 
    
    
    dispinfos              268/0           47168/0        ( 0.0%) 
    
    
    disp_verts           12012/0          240240/0        ( 0.0%) 
    
    
    disp_tris            17984/0           35968/0        ( 0.0%) 
    
    
    disp_lmsamples     2353436/0         2353436/0        ( 0.0%) 
    
    
    faces                15704/65536      879424/3670016  (24.0%) 
    
    
    hdr faces            15704/65536      879424/3670016  (24.0%) 
    
    
    origfaces            12427/65536      695912/3670016  (19.0%) 
    
    
    leaves                2413/65536       77216/2097152  ( 3.7%) 
    
    
    leaffaces            19446/65536       38892/131072   (29.7%) 
    
    
    leafbrushes           6732/65536       13464/131072   (10.3%) 
    
    
    areas                    6/256            48/2048     ( 2.3%) 
    
    
    surfedges           130823/512000     523292/2048000  (25.6%) 
    
    
    edges                85084/256000     340336/1024000  (33.2%) 
    
    
    LDR worldlights        607/8192        53416/720896   ( 7.4%) 
    
    
    HDR worldlights        607/8192        53416/720896   ( 7.4%) 
    
    
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    
    
    waterstrips           2279/32768       22790/327680   ( 7.0%) 
    
    
    waterverts               0/65536           0/786432   ( 0.0%) 
    
    
    waterindices         46005/65536       92010/131072   (70.2%) 
    
    
    cubemapsamples         100/1024         1600/16384    ( 9.8%) 
    
    
    overlays               229/512         80608/180224   (44.7%) 
    
    
    LDR lightdata         [variable]    20939592/0        ( 0.0%) 
    
    
    HDR lightdata         [variable]    20939592/0        ( 0.0%) 
    
    
    visdata               [variable]       61874/16777216 ( 0.4%) 
    
    
    entdata               [variable]      181594/393216   (46.2%) 
    
    
    LDR ambient table     2413/65536        9652/262144   ( 3.7%) 
    
    
    HDR ambient table     2413/65536        9652/262144   ( 3.7%) 
    
    
    LDR leaf ambient     12123/65536      339444/1835008  (18.5%) 
    
    
    HDR leaf ambient     12036/65536      337008/1835008  (18.4%) 
    
    
    occluders               30/0            1200/0        ( 0.0%) 
    
    
    occluder polygons      173/0            2076/0        ( 0.0%) 
    
    
    occluder vert ind      746/0            2984/0        ( 0.0%) 
    
    
    detail props          [variable]           1/139096   ( 0.0%) 
    
    
    dtl prp lght          [variable]           1/4        (25.0%) 
    
    
    HDR dtl prp lght      [variable]           1/4        (25.0%) 
    
    
    static props          [variable]           1/146564   ( 0.0%) 
    
    
    pakfile               [variable]       26211/0        ( 0.0%) 
    
    
    physics               [variable]     1426351/4194304  (34.0%) 
    
    
    physics terrain       [variable]       66943/1048576  ( 6.4%)
    Display More
  • arhurt
    • September 10, 2008 at 2:42 PM
    • #47

    The download link is up: http://forums.tf2maps.net/downloads.php?do=file&id=376

    The new Readme is done, and if you feel like you should be thanked, shoot me a PM and I'll see to it, as I can't possibly remember everyone who helped.

  • PogoP
    • September 10, 2008 at 2:43 PM
    • #48

    Looks cool, but you really don't have to post so many screenshots! Leave out some and let us play the map to see the rest...

  • m8nkey
    • September 10, 2008 at 3:36 PM
    • #49

    I tend to agree with Pogo, your posts could probably do with a little brevity and fewer pictures. All I want to read is a very brief summary of what's been happening and what you're working on.

    Damn you've put some work into this though. I'll check it out when I have a chance and let you know what I think.

  • Freak
    • September 10, 2008 at 5:46 PM
    • #50

    looks like a very large map, hope that doesn´t affect the ctf-gameplay.

    But the map looks really good, i especially like the cave even if it´s a bit too bright in my view.

    The stairs on the first red-picture of office buildings need other textures then their supports...

    anyway, great job.

  • arhurt
    • September 10, 2008 at 6:29 PM
    • #51

    Hey guys thanks

    I`m sorry for the HUGE post. I kind of get carried away now and then... I tried to minimize it by changing most of the pics to Tumbnails, so if you want to look more closely at any of the other images you just click it.

    Although I haven't playtestet it as much as I'd like, the size of the map actually makes for a change of pace from traditional 2fort style ctf. Usually the flag is captured after a couple attempts are made. Thats one reason for the double return time for the flag. Usually it takes 2 or 3 pushes to bring the flag to the cave or yard and then it finally can be escorted back. That's another reason for the advanced resupply lockers, so you can quickly set up a forward defense.

  • arhurt
    • September 11, 2008 at 2:14 AM
    • #52

    I was careless and forgot to compile the HDR cubemaps the last time, so I´ve updated the file on that link. If you want to take a look and have downloaded it previously, please download again to get the correct version. I haven't changed the filename so you should overwrite all files.

    Here's the link for convenience: http://forums.tf2maps.net/downloads.php?do=file&id=376

    Sorry for the inconvenience, now back on our regular schedule.

  • m8nkey
    • September 14, 2008 at 3:49 AM
    • #53

    I managed to put aside some time today and have a run around your map (I didn't actually have a game on it). It's really impressive!!! The screenshots don't do it justice. The custom content fits in seamlessly and both bases have distinct visual styles to them (I particularly like the style of the Blue area).

    I have a few small suggestions. I noticed a lot of LOD popping and some models disappearing completely when only a few meters away. I think you could afford to extend the ranges before some of the LODs kick in on your models.

    Also, some of the light globes don't appear to be illuminated or unlit_generic. The glow origins look like they are below the globes too and some of your choices for light colours could be more subtle.

    These are the light fixtures that I think could do with some work:

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/ctf_aerospace_brc0002.jpg]

    This model was disapearing when the player was far too close:

    [Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/ctf_aerospace_brc0000.jpg]

  • arhurt
    • September 25, 2008 at 2:28 AM
    • #54

    Thanks m8nkey, I've fixed those now, and along with the new control tower models and some major optimization, Beta 1 is out.

    You can download the map from here: http://forums.tf2maps.net/downloads.php?do=file&id=376

    I'm not bringing any new screens since the only visual improvement was on the models of the control towers. There should be a few servers with this map soon as I'll be advertising it around with server admins in the next couple of weeks.

    Thanks a lot everyone, now go play some TF2!

  • RA7
    • September 25, 2008 at 5:05 PM
    • #55

    SAAWEEEEETT!!!! Adding mirror asap

    Good work

  • Warby
    • September 25, 2008 at 11:25 PM
    • #56

    jesus christ that is a lot of pics

    love every one of them

  • arhurt
    • September 26, 2008 at 5:38 AM
    • #57

    Thanks guys!

    The reception has been great so far. I've posted it in a dozen of TF2 clan and community forums.

    Also, here's the FPSBanana page for the beta 1: http://www.fpsbanana.com/maps/67068

    Thanks again, your help and feedback has been invaluable!

  • Warby
    • September 26, 2008 at 5:18 PM
    • #58

    i tried to motivate peopel today at work that we should play this map but the guys at ioi are pretty stubborn they wanted to play 2fort and dustbowl and said that map looks "home made" :/

  • arhurt
    • October 17, 2008 at 5:25 PM
    • #59

    Hey guys, I just released the lates version of my map, what a change of pace!

    Here is the message I'll be spreading on the net later tonight:

    Quote

    Meet ctf_aerospace beta 2!Hey guys I have just released the latest version of my map and I hope you guys like it, it has a range of improvements from the last version and plays much better with fewer people now.

    Better than words I'll leave here a few screenies for your viewing pleasure:

    [Blocked Image: http://i19.photobucket.com/albums/b183/Ar…e_b2_banner.jpg]

    You can check more screenies and some more info at these links:

    My portfolio (updated!) -> Arhurt's level design

    Photobucket map gallery (tons of pictures from all versions) -> Arhurt/ctf_aerospace - Page 1 - Photobucket - Video and Image Hosting

    Development thread (as much detail as you can get)-> [WIP] ctf_Aerospace - TF2Maps.net Forums

    And you can download the map from these two mirrors:

    TF2Maps.net Forums - ctf_aerospace_b2

    FPSBANANA - ctf_aerospace_b2

    Thanks a lot for the read, I hope you download and have fun with it. I certainly had a lot of fun making it.

    If you guys think it's worth of being uploaded to the server I'd be more than happy with it, being in map rotation would be simply terrific!

    Any suggestions, compliments and criticizm is welcome.

    Display More
  • RA7
    • October 18, 2008 at 1:29 PM
    • #60

    SWEET Will add new mirror asap.

    [Blocked Image: http://www.lanmaniax.com/other/sealss.gif]

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