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  3. JeanPaul

Posts by JeanPaul

  • cp_proletariat

    • JeanPaul
    • August 14, 2012 at 3:33 AM

    I figured I would make my own thread by now, so here we are. I should be testing on tf2maps' server this thursday if you guys want to join in. Here is the post I just made at tf2maps.net:

    Quote from JeanPaul

    I am close to another alpha! I have really added some zany ideas in here and hopefully I got everything much better balanced. Hopefully we can test this thursday again because I am getting excited for this map now.Alpha 2 changes/additions:

    -Red's last point is now harder to cap/easier to defend

    -Moved red's first cap further away from the main hallway to match blue's first point a little more.

    -Opened up a lot of the map for more spaciousness

    -Added sniper nest above red's first point

    -new alternate path to blues last point to make capturing it easier. This new path is accessible through the main side path (crazy stair area)

    -Added a ledge near red's first cap to allow sniper access to blue's first point

    -More sniper friendly

    Things I changed/added that dont effect gameplay:

    -Changed lighting to nighttime because its what I originally wanted

    -Some detailing in blue spawn because I was high/drunk last night.

    Screenshots:

    The additions to red's second point

    [Blocked Image: http://i.imgur.com/B9PH3.jpg]

    Second view

    [Blocked Image: http://i.imgur.com/O09IR.jpg]

    Third view

    [Blocked Image: http://i.imgur.com/QRjD1.jpg]

    View of first and second red points

    [Blocked Image: http://i.imgur.com/qd36R.jpg]

    View of new sniper nest I added above red's first point

    [Blocked Image: http://i.imgur.com/T1YK1.jpg]

    Center point

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

    Opened up the main side route

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

    New path added to make attacking blue's second point easier, access to this area is immediately from the top of the left stairs in the previous screenshot

    [Blocked Image: http://i.imgur.com/4PGru.jpg]

    View of blue's second point from the new path

    [Blocked Image: http://i.imgur.com/XL2jG.jpg]

    View of new path from blue's point

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

    Added another exit out of blue's spawn

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

    Just a shot from blue's first point viewing center

    [Blocked Image: http://i.imgur.com/k7uFX.jpg]

    A shot of some of the detailing I did in blue spawn

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

    The new spawn exit from inside spawn

    [Blocked Image: http://i.imgur.com/R1VgQ.jpg]

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

    And a shot of some of the hardest brushwork I have ever had to figure out.

    [Blocked Image: http://i.imgur.com/aECw8.jpg]

    Whoo

    Display More
  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • August 8, 2012 at 8:15 PM

    With the amount of layout changes I am making, its pretty much not going to be avalanche anymore when I am done

    Example:

    http://i.imgur.com/bfNES.jpg

    http://i.imgur.com/zT6xM.jpg

    That whole hallway to the right of the point in the first image doesnt exist in the original, and a LOT of the rooms are getting reshaped/resized. Die hard avalanche fans will be right at home in certain areas though.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • August 8, 2012 at 6:51 PM

    Some minor detailing before I start testing

    [Blocked Image: http://i.imgur.com/jxf8Z.jpg]

    [Blocked Image: http://i.imgur.com/1XJE1.jpg]

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

    [Blocked Image: http://i.imgur.com/2QuY8.jpg]

    [Blocked Image: http://i.imgur.com/LhQ3J.jpg]

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • August 3, 2012 at 10:38 PM

    Yeah I know hahah, its WAY too cramped. On top of the crampedness, it doesnt have any alternate paths.

    I have a lot more room, plus alternate paths, dont you worry one bit

    EDIT: This makes you wonder, why the hell did Valve pick that map to be official?

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • August 3, 2012 at 8:01 PM

    Its got like triple the playable area and openness of cp_junction and thats an official map

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • August 2, 2012 at 6:29 AM

    Haha I can see that sir! I actually really enjoy doing single player, but Black Mesa has single playered me all out for the time being so I really wanted to try my hands at all this layout business.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • August 2, 2012 at 2:03 AM

    I dig the brushwork, borg.

    Finally named my map - cp_proletariat.

    I got some more done to the layout, namely the spawn areas and the factory type area (a side route with no influence from the main area)

    Red spawn

    [Blocked Image: http://i.imgur.com/E2U87.jpg]

    Red spawn from the other side

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

    Outside red spawn viewing first point

    [Blocked Image: http://i.imgur.com/vPDt9.jpg]

    Blue spawn from back

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

    Blue spawn viewing the back

    [Blocked Image: http://i.imgur.com/B3L6H.jpg]

    Added area to blue point

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

    One of the side routes. To the bottom right is a red point and to the upper left is near a blue point. Straight up the stairs is a mid-area sniper nest.

    [Blocked Image: http://i.imgur.com/gs9qp.jpg]

    Another view of this side route

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

  • Mission Improbable WIP thread

    • JeanPaul
    • July 31, 2012 at 2:08 AM

    Holy shit dude this was some incredible stuff.

    I just stopped and stared at some of the level design/brushwork for several minutes at a time.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 26, 2012 at 5:12 PM

    Yup, they are in every source engine game to date

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 25, 2012 at 10:09 PM

    I sat on my hands for the past 2 weeks and did pretty much nothing. But, in the last few days, I managed to get some work done on my TF2 map crackaz. Once the opposing team has control of the center point, the remaining two points are available for capturing (double spy cap anyone?? )

    View from blue spawn area with first cap behind stairs

    [Blocked Image: http://i.imgur.com/P2GOY.jpg]

    First cap area

    [Blocked Image: http://i.imgur.com/q4FBF.jpg]

    View of both red caps and red sniper "nest". The area behind those windows is directly attached to red spawn but blue can still access it if really crafty. (a good scout or spy could easily get there)

    [Blocked Image: http://i.imgur.com/kizO2.jpg]

    View of center point from the red cap seen on the right in the previous screenshot.

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

    View of center cap and one of blue's points.

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

    Whats behind the windows as seen in the right side of the previous screenshot + access to the higher floor for covering center point. These stairs are immediately accessible by both teams without heavy resistance.

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

    Closer view of the previously seen blue point. The opening there leads to the "back rooms" + blue spawn.

    [Blocked Image: http://i.imgur.com/hqz8E.jpg]

    View of center point from other side with previously seen red cap in the bottom right.

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

    View of the second blue cap

    [Blocked Image: http://i.imgur.com/rN5IY.jpg]

    View FROM blue spawn of the "back rooms" area available to both teams, but difficult for the opposing team to get here.

    [Blocked Image: http://i.imgur.com/7BoaU.jpg]

    Before I go any further I really want to test this map for blaring obvious problems and layout spiffs. Whats the best way we/I can go about testing this? Id love to involve mapcore if at all possible.

  • [CE\Max] Ford Explorer (Jurassic Park)

    • JeanPaul
    • July 12, 2012 at 3:05 AM

    It turned out amazing really.

    The photographer inside me wants the first image to show both lights hitting the ground by pulling back just like a foot or something. Also, turn down the DOF just a SMIDGE and it will look even better.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 11, 2012 at 7:51 PM

    Does anyone know how to setup a 5 cp map where once you have the center point, the remaining 2 on the opposing team can be capped in any order?

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 10, 2012 at 4:10 PM
    Quote from 3Dnj

    A yes, there is a pack of assets that can fit you theme : http://construction.tf2maps.net/

    Cool stuff, but I want to keep it stock content for now.

    Quote from Skacky

    Very cool JeanPaul, I immediately recognized Avalanche. Nice idea making it a 5CP map, I wonder how it's going to play out. You have to be careful with too much verticality in TF2 though, good soldiers and demomen can decimate absolutely everything in very vertical maps.

    Yeah I hear this, there are a few fixes I can put in place if this gets out of hand. But basically what you see is as tall as its going to get in terms of playable area.

    Quote from Puddy

    Yep, some classes love verticality more than others.Also, I don't know how the map will play gamemmode wise, but as it looks there will be one team fighting uphill? That's always a disadvantage.

    Yes, one team is fighting uphill, but they also have access to a lot of other areas to balance it out

    Quote from Rick_D

    man, the years of my life i spent in various versions of that map :S

    What do you mean? So far I have only ever seen it in Dod.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 10, 2012 at 5:16 AM

    Its going to be in the same direction as what I had planned for the art pass contest map that I never came anywhere near finishing. So, heavy big industry industrial.

    http://imgur.com/a/9wNI5

    And I am probably going to make it a night map.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 10, 2012 at 12:48 AM

    Im trying to get the layout done as fast as possible so I can test as much as possible because I know a lot of changes are going to be needed for the gameplay differences. (Most notably the engineer)

    Some more:

    [Blocked Image: http://i.imgur.com/yA8ek.jpg]

    [Blocked Image: http://i.imgur.com/02GsK.jpg]

    [Blocked Image: http://i.imgur.com/GE3Bp.jpg]

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

    [Blocked Image: http://i.imgur.com/0yJZy.jpg]

    Trust me, when I get cover and more details ironed out, it wont be as much of a sniper fest as it looks like right now

    Thoughts?

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 10, 2012 at 12:34 AM

    Yup, using avalanche as a layout, re-layed out all the rooms to fit the tf2 scale.

    Its a push gameplay map (granary, well, etc) without a mirrored layout but with attack/defend elements considering its so varied. The center point takes more than one person to cap and the rest are single man caps. I figured it would be a really interesting idea, so I went with it.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 10, 2012 at 12:06 AM

    Fine fine fine. First one to recognize it gets a dollar.

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

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 9, 2012 at 10:45 PM

    So, I got a plan to make a map for TF2 and I started just about a week ago getting the layout done and I am almost there.

    I dont want to give away too much right now, but hopefully I will have a thread in a few days and maybe later after I can get a group of people here together to help me test it?

    Things that annoy me in the TF2 mapping community:

    -Flat maps

    -Mirror layouts

    -Same boring art style (I mean there is room for slightly different themes even without making custom content)

    So, I am making a non mirrored layout with an emphasis on vertical gameplay.

    I dont have much to show, but here are some shots.

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

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

    [Blocked Image: http://i.imgur.com/k7VIr.jpg]

    [Blocked Image: http://i.imgur.com/dlkP1.jpg]

    Getting this layout finished has actually been really tough hah.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • July 7, 2012 at 7:20 PM

    Damn that is way faster than I manage to work on layouts, nice.

    Side note: Am I the only one sick of mirrored layouts?

  • Mission Improbable WIP thread

    • JeanPaul
    • July 4, 2012 at 9:39 PM

    I love the changes.

    That last shot looks amazing

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