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[TF2] CTF Creak WIP

  • Scinbed
  • June 5, 2009 at 12:01 AM
  • DvS
    • June 12, 2009 at 2:16 AM
    • #21

    Screen 1: Too much of that wood texture, doesn't fit on the outside walls. The structure thing there looks too simplistic, try replacing it with a sheet metal shed type thing. Also the room doesn't seem to be built with the intel in mind at all, I had to take several looks at the screenshot to actually notice it.

    Screen 2&3 : Just, empty. Put more stuff, vary it up. That lightbulb in screen 3 makes no sense in it's current state.

  • Scinbed
    • June 12, 2009 at 2:30 AM
    • #22

    What do you mean about the lightbulb? Does it just look weird in some way (position/brightness/etc), or do you mean there would be no practical use for a lightbulb there in reality?

    Agreed on the other points though, still a long way to go.

  • Scinbed
    • June 13, 2009 at 1:43 AM
    • #23

    Quick comparison screenshot between an area of a3 and the current build. Should show off the changes I'm making to the blue base to make it less like a retextured red base:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/2230700a.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/d3cee165.jpg]

  • Skacky
    • June 13, 2009 at 12:44 PM
    • #24

    Looks very good, keep up the good work.

  • Scinbed
    • June 21, 2009 at 7:22 PM
    • #25

    Alpha 4 has been uploaded: http://slainchild.shackspace.com/files/ctf_creak_a4.zip

    Alpha 4

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

    +Added playerclip brushes around and above the map to stop players getting to places they shouldn't be

    +Removed an entrance to the mid-section side rooms on the upper level

    +Changed a lot of textures

    +Made a few custom posters/signs, placement not final

    +Changed layout of the walkways in the flagrooms, only one ramp up to the upper level now

    +Lots of architectural changes to both bases to make them more distinguishable from each other

    +More detailing and displacement work

    +Changed outdoors lighting and skybox

    +Fixed missing player and object shadows

    +Changed a lot of func_detail brushes into func_illusionary brushes to stop players getting stuck on them while walking near walls.

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/a7e7e310.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/b13ad248.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/9f35a5ae.jpg]

  • cardo
    • June 24, 2009 at 9:28 PM
    • #26

    Really digging some of the new details you've added. I like the texture/detail variations between the bases and how it's not too samey, but also not too different from one another.. if that makes sense

  • Scinbed
    • June 26, 2009 at 8:38 PM
    • #27

    Cheers.

    Been working a bit on the sniper "pillbox" room today:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/809c48f0.jpg]

    Complete with jars of piss you can shoot around

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/53211b89.jpg]

  • Scinbed
    • June 28, 2009 at 4:56 PM
    • #28

    Alpha 5 is ready for download: http://slainchild.shackspace.com/files/ctf_creak_a5.zip

    Alpha 5

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

    +Added sloped roofs and trim to front of bases

    +Changed terrain texture on Blu side

    +Added a new underwater tunnel route to the mid section rooms from the base side corridors

    +Made the middle water pool smaller

    +Brightness and bloom of the outdoor lighting reduced

    +Detailed Sniper bunker rooms

    +Remade the cliffs above the bases

    +Various texturing and trim work

    +Added a few more arrow signs around the bases pointing to the enemy base

    +Raised the ceiling in the long stairwells

    +Changed and tweaked some of the spotlights/lightbulbs

    +Added missing player clip brushes to steps that needed them

    +Changed ramps into steps where needed

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/85f280de.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/216cf42b.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/80394b69.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/167445fe.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/5d5b3478.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/114cb363.jpg]

  • Freak
    • June 29, 2009 at 12:36 PM
    • #29

    Bears

    getting better and better, keep it up!

  • Scinbed
    • July 17, 2009 at 3:11 PM
    • #30

    Been on holiday for a while so I've only got back to working on this in the last few days.

    Mines!

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/3b1b204d.jpg]

    Factories!

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/58834ac7.jpg]

  • Scinbed
    • August 20, 2009 at 3:16 AM
    • #31

    Made some new spytech spawnrooms since the map was missing any kind of shady science organization references:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/b5e41e32.jpg]

    Work on some previously empty rooms too:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/ad319422.jpg]

  • Scinbed
    • August 21, 2009 at 12:47 AM
    • #32

    New version, Alpha 6: http://slainchild.shackspace.com/files/ctf_creak_a6.zip

    Screenshots:

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/2865e672.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/f389aefd.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/adcef7af.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/3ab1c485.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/c7bc17ab.jpg]

    Changes:

    Alpha 6

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

    +Changed the spawn rooms for new ones with the Spytech theme

    +Detailed more of the Red base rooms

    +New mine shaft areas off to the side of the Red base

    +Constructed and detailed most of the unreachable buildings above the bases

    +Swapped the railings on the outside walkways for better fitting BSP versions

    +The lower passages in the mid section are now cave tunnels

    +Central shed is now accessible from the roof for Soldiers and Demomen rocketjumping or pipebomb jumping

    +New elevator shafts in the mid section side rooms create some extra room (elevators are static)

    +Moved the large health packs into the elevator shafts, put the large ammo crates in their place

    +Added nobuild brushes around the rocks outside to prevent Engineers building sentries on them

    +Various trim and detailing work done throughout the map

    +Player clip volumes on stairs added where needed

    +Texture changes in a few areas

  • Freak
    • August 22, 2009 at 3:28 PM
    • #33

    thats getting better and better

  • Ignotium
    • September 4, 2009 at 3:14 PM
    • #34

    Needs more trims imo :wink:

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