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  3. JeanPaul

Posts by JeanPaul

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • October 4, 2012 at 9:05 PM

    @3Dnj: Your map looks incredible so far, how do you get such nice shadows on props like that?

    Psy: I really like the layout so far but, like I said to you earlier, crates are super cliche!

    @Generalvivi: I dig your interior architecture a LOT. But your lighting is a little dull and needs some contrast increases.

    So here is the TF2 map I started about a month prior to black mesa's release and havent touched it since our release. Ive been busy with bms but I hope to get a good tf2 layout as well. Its a 3 cp attack/defend with an emphasis on vertical gameplay that involves a big uphill battle for blue to control the massive final laser

    Outside blue spawn. That building in the background is the final point. I wanted it visible from the very beginning as a sort of "this is where you are going" kind of thing.

    [Blocked Image: http://i.imgur.com/zRFL6.jpg]

    Reverse shot of blue spawn/first area

    [Blocked Image: http://i.imgur.com/rnsmF.jpg]

    A view of A and blue's height advantage from the left entrance

    [Blocked Image: http://i.imgur.com/mpAos.jpg]

    A from right entrace

    [Blocked Image: http://i.imgur.com/EWR3K.jpg]

    A from behind (this is viewed from the shortcut red has from spawn before blue captures A (think mountainlab shortcut)

    [Blocked Image: http://i.imgur.com/zdpvR.jpg]

    Just before you get to B with a view of the stairs that lead to blue's height advantage

    [Blocked Image: http://i.imgur.com/ssSrh.jpg]

    B from the front

    [Blocked Image: http://i.imgur.com/kNvnv.jpg]

    View of blues height advantage for B

    [Blocked Image: http://i.imgur.com/U0ikK.jpg]

    Inside B

    [Blocked Image: http://i.imgur.com/8MXWX.jpg]

    Behind B

    [Blocked Image: http://i.imgur.com/MRdgW.jpg]

    C

    [Blocked Image: http://i.imgur.com/AgNR7.jpg]

    [Blocked Image: http://i.imgur.com/UpmnS.jpg]

    [Blocked Image: http://i.imgur.com/Htvui.jpg]

    And here is a overview shot that shows why this layout was so incredibly difficult to create:

    [Blocked Image: http://i.imgur.com/2bCds.jpg]

    Just after A, the map folds under the path to C from B and goes directly to B. Logistically, it was a nightmare.

  • Black Mesa Source

    • JeanPaul
    • September 24, 2012 at 6:59 PM
    Quote from Rick_D

    that's some insignificant shit to get all butt-frsutrated over, rails and cuts. the rail section was one of the most boring in hl1.

    This is exactly why it was cut. D3ads is currently the only person to complain that it is shorter

  • Black Mesa Source

    • JeanPaul
    • September 23, 2012 at 7:08 PM

    They are crumpled from when the tentacle hits that area of the walkway

  • Black Mesa Source

    • JeanPaul
    • September 19, 2012 at 6:04 PM

    All the weapons get splatter on them and we have touched the crouch jump one bit.

  • ITT: Post maps/scenes that never saw the light of the day.

    • JeanPaul
    • September 19, 2012 at 5:23 PM

    Wow, thats some insane work for source, he should definitely port that to something.

  • Black Mesa Source

    • JeanPaul
    • September 18, 2012 at 8:57 PM
    Quote from Rick_D

    babbiesfirstcredits.jpg

  • Black Mesa Source

    • JeanPaul
    • September 18, 2012 at 8:42 AM
    Quote from Al Anselmo

    [Blocked Image: http://i.imgur.com/qypUq.jpg]

    Sup dawg?

  • Black Mesa Source

    • JeanPaul
    • September 11, 2012 at 9:16 PM

  • Judge Dredd

    • JeanPaul
    • September 8, 2012 at 6:42 AM

    Although its early in the review process, rotten tomatoes has it at a 100% right now

  • Black Mesa Source

    • JeanPaul
    • September 5, 2012 at 11:20 PM

    Thanks babes

  • My photo thread

    • JeanPaul
    • September 5, 2012 at 10:54 PM

    Thought you guys might like to see what I took at electric zoo this past weekend:

    http://jeanpaultron.tumblr.com/

  • Black Mesa Source

    • JeanPaul
    • September 4, 2012 at 1:43 AM

    I cant wait till you guys get to play it whoop whoop

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • August 30, 2012 at 6:20 PM

    Canned until I release this and possibly go back and rework it.

    Critics (tf2maps.net) say its too cramped and confusing. I might just go back and detail it and release it, who knows.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • August 30, 2012 at 6:01 PM

    More images mr happy!

    also this is the start of a project I am working on. TF2 three CP attack/defend (think mountainlab)

    [Blocked Image: http://i.imgur.com/mIJee.jpg]

    [Blocked Image: http://i.imgur.com/9XU5d.jpg]

  • cp_proletariat

    • JeanPaul
    • August 17, 2012 at 2:55 PM

    Now thats what I am talking about sir! That is some great feedback.

    I am going to try and incorporate your concept into my map and mainly for organizational purposes. Like you said, I think the biggest problem the kids at tf2maps were having is the fact that sometimes players have enemies coming from all directions. While this is the entire point of the map (lots of intense flanks in my map) I need to explain it better. I think if I change all my dev textures to a blue/red theme and outline what is where, it will help a lot. I am working on a3 right now doing just that and adding the appropriate sign/arrow placement to tell players where to go while also STILL opening it up and simplifying it. Once I have a more coherent play area, I think people will enjoy it a loooot more.

    I guess it just boggled my mind to see so many of those tf2maps.netters screaming "IM SO LOST" in the microphone considering my first alpha was a SIMPLIFIED version of avalanche. Even a2, which was an opened up and ever more simplified, they were all still so lost? I mean what happened since the Dod/Dod:source days? Did people lose all sense of direction? Either way, I still need to do a better job of directing players.

    Like I said earlier, its a little tight in some areas and overall pretty small. I want to open it up even more and make it a little larger but I still feel it works pretty well and I am going to stick with it. I am gone for the weekend, but I should have some more by next week.

    EDIT: I also want some mapcorians in my next test kthx

  • cp_proletariat

    • JeanPaul
    • August 16, 2012 at 2:57 AM

    It really is. So far a majority of people are telling me to "scrap in and start from sratch" or "this sucks, redo it". If I did nothing but listen to their criticism, I would think I have an incredibly shitty map on my hands as almost all of them tell me its just awful.

    They are just afraid of new things.

    Granted it is a bit tight in certain areas, but good goddamn, its the second alpha, I have changes to make!

  • cp_proletariat

    • JeanPaul
    • August 15, 2012 at 11:02 PM

    Not playing anymore.

    I need more testing options.

  • cp_proletariat

    • JeanPaul
    • August 15, 2012 at 10:11 PM

    Playing now

    70.42.74.31:27015

  • cp_proletariat

    • JeanPaul
    • August 15, 2012 at 10:00 PM

    Alpha 2, motherfuckers. Should be testing in a few minutes on tf2maps.net server

    [Blocked Image: http://i.imgur.com/DfRPV.jpg]

    [Blocked Image: http://i.imgur.com/jMfoV.jpg]

    [Blocked Image: http://i.imgur.com/Nmiix.jpg]

    [Blocked Image: http://i.imgur.com/9ei8d.jpg]

    [Blocked Image: http://i.imgur.com/9WsvL.jpg]

    [Blocked Image: http://i.imgur.com/USOvB.jpg]

    [Blocked Image: http://i.imgur.com/KGrY3.jpg]

    [Blocked Image: http://i.imgur.com/yb3S1.jpg]

    And some detailing on red spawn

    [Blocked Image: http://i.imgur.com/PgKWC.jpg]

    [Blocked Image: http://i.imgur.com/cUvtb.jpg]

  • cp_proletariat

    • JeanPaul
    • August 14, 2012 at 5:52 PM

    Thanks guys. I really want to bring something new to TF2 and so far I am succeeding. (at least thats what the play testers told me )

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