Hey guys,
Some of you have seen me working on this off and on for a while, and I've finally gotten off my ass and put together the first playable alpha: http://www.button-masher.net/download/level…undhouse_a1.zip
I'm hoping to get some games together this weekend, but feel free to also play it on your own - just send me any notes you have! Also, if anyone wants to host a game, let me know - I know we have a CS:GO server, but I can't remember if anyone runs a TF2 one as well.
Here's what the current build looks like:
Roundhouse is a bit of an interesting beast, and admittedly more of a technical geometry experiment than anything else (though I certainly intend for it to play well). The entire level is created out of axially-constructed instances that have been chopped (yes, the dreaded carve tool, put to good use!) along the edges. This allows me to build a nice, clean, on-the-grid level while still having a clean "curve" with no floating point errors. Here's how it works:
Admittedly, the level is more detailed than it should be for being only just playable now, but part of the trial-and-error process of getting these instanced wedges to work properly required taking things a bit further to get a sense of how
It is also a very flat layout, mostly by nature of it being a roundhouse (sorry, JeanPaul! you'll like my next one if I get around to it), but I've been working on getting some elevation into the interiors and spawn areas so it's not too flat.
Some known issues right now:
- The back door clips up through the roof. I'm an idiot and forgot I copied a non-animated door for that one. Oops.
- The area behind the short side of the roundhouse is too empty, and that dump truck won't cut it. I'm playing around with a few options for more structure, but I'll have to be careful around the secondary spawn exit.
- For some strange reason, you can build on part of the low roof, but not all of it. Some segments work, and some don't. Probably some weirdness with the rotated slope vs. the collision check in the engineer placement code. One possible option is adding some little flat ledges a la the little planks that roofers put out, and limiting roof-building to those locations. Another is not letting engineers jump up there.

- There's some ugly displacement blends on the ground. The gravel/concrete blend is incredible valuable for hiding the texture seams and repetition rotated around the center of the layout, but I've taken it as far as the proof of concept and no further.
- I'm not happy with the big stairwell extending out behind the back entrance. Feels like it takes up too much X/Y space and makes an awkward extension from the building. If you have any ideas how to streamline this, let me know!
Enjoy! I'm looking forward to finishing this one off.
Edit: I should also add that I picked up this technique during my time at Gearbox from the illustrious Joe Swinbank - after making some neat circular stuff in UE3, I decided it'd be fun to see if the same concept worked in Source. It does!