1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[TF2] DEWM

  • mr.P
  • May 9, 2017 at 11:03 PM
  • mr.P
    • May 9, 2017 at 11:03 PM
    • #1

    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!

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…619A27C428672F/]

    Here is a short video:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Here are some more screens:

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…D7431B63F832E6/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…C546A3CE61AA05/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…06914B3647DB7D/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…5413703C7C0E6E/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…82521CAE5DFF72/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…97F12E761912D7/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…A2BB74C90AC565/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1726648801…6A25D2F8422578/]

    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/fi…s/?id=873248180 If you want to use these props you can download them here: https://tf2maps.net/downloads/dewm…sset-pack.3903/ If you want to use this map/props in SFM you can download it here: http://steamcommunity.com/sharedfiles/fi…s/?id=890128859

    PS. The map looks better in game, D;

    Enjoy,

  • Guest
    • May 10, 2017 at 12:58 AM
    • #2

    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?

  • FMPONE
    • May 10, 2017 at 6:50 AM
    • #3

    Pretty epic, and how interseting that you used Source 2 to make the props

  • SirK
    • May 10, 2017 at 8:59 AM
    • #4

    Nice one! Are there any tutorials on how to make models with source 2 hammer?

  • RA7
    • May 10, 2017 at 1:02 PM
    • #5

    Very nice work!!

  • Darakuu
    • May 11, 2017 at 12:52 PM
    • #6

    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.

  • El_Exodus
    • May 12, 2017 at 8:09 PM
    • #7

    Looking pretty cool!

    I am also interested in the Source 2 prop creation. How did you do that?

  • Powindahh
    • May 13, 2017 at 3:45 AM
    • #8

    This is actually so wild. Really really fantastic detailing and all around work.

  • blackdog
    • May 15, 2017 at 9:10 AM
    • #9

    Mention Source 2, win the internets.

    :D

    I'll join the crowd and say this looks great, but I am also interested in this Source 2 workflow!

  • mr.P
    • May 15, 2017 at 11:34 AM
    • #10

    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

  • abc
    • May 15, 2017 at 9:29 PM
    • #11

    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.

  • mr.P
    • May 16, 2017 at 11:12 AM
    • #12
    Quote from Christian H

    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

  • mr.P
    • May 24, 2017 at 9:04 AM
    • #13

    [Blocked Image: https://pbs.twimg.com/media/C2j3Ma9W8AIaSuU.jpg]

    found another old wip picture, this is most of the static meshes in the map before getting textured,

  • text_fish
    • June 30, 2017 at 10:16 AM
    • #14
    Quote from blackdog

    On 5/15/2017 at 9:10 AM, blackdog said: Mention Source 2, win the internets.

    :D

    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.

  • JorisCeoen
    • July 2, 2017 at 9:07 PM
    • #15

    This looks pretty darng cool!

  • FMPONE
    • July 7, 2017 at 12:48 AM
    • #16

    Interested to see you take this further! Keep it up.

    Edit: nice video of the Source2 stuff.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  2. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  3. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  4. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™