Timeframe is pretty limiting.
edit: didn't see there was more than one wave ![]()
Timeframe is pretty limiting.
edit: didn't see there was more than one wave ![]()
Alpha 4 has been uploaded: http://slainchild.shackspace.com/files/ctf_creak_a4.zip
Alpha 4
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+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.
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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:
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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. ![]()
Glad you like it. ![]()
Some WIP screenshots from this evening's work:
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Comments/crits welcome... ![]()
Yeah, only the short connecting corridors are 128 high. The other "main" corridors are at least 192. ![]()
Seems ok to me running around as a Scout (except for the areas that do need work)...
God I'm shit at this. ![]()
Most of the doorways/small corridors are 128 high. Nearly all the rooms are taller and have more space. I will be changing some of the architecture so its not so boxy in places, so anything that looks wrong is probably like that because I haven't got to it yet. ![]()
Alpha 3 is ready... Download here: http://slainchild.shackspace.com/files/ctf_creak_a3.zip
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Changelist
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Alpha 3
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+Added displacement terrain for the outside section
+Added rocks and foliage for cover outside
+Added health and ammo pickups
+New structure above flag capture zone, provides cover and limits the FOV of sentry guns built there
+New routes into the flagroom from the front sniper "bunker" room
+Added and tweaked lighting around the map
I've updated the first post and added new screenshots. ![]()
I agree that badlands can be confusing since it is so mirrored. Even the small details like bits of grass and small objects are copied on both sides. ![]()
But yeah, I don't want to make it look 100% mirrored, though the main layout will be for balance reasons.
Next on my list of things to do is adding rocks n stuff to the central area like Psy suggests.
Already been doing some displacement work on the terrain there (notice how you can see all the way to the other side of the map
): http://img.photobucket.com/albums/v497/ ... d/h7d4.jpg
Yeah, I plan to change things around a bit when I get into detailing the level more. The layout will stay the same on both sides of course (which is why I am copy pasting things over for now). ![]()
Well, uploaded alpha 2: http://slainchild.shackspace.com/files/ctf_creak_a2.zip
Changed the name to Creak ![]()
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Changelist
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Alpha 2
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+Changed name from Watershed to Creak
+Added some player clip brushes to the Blu base
+Added railings to the upper outside walkways
+Swapped the small ramps outside the bases for an enclosed ramp structure
+Added small structures and crates on the upper outside walkways, to help break up the line of sight
Nice tips, cheers. Will have a go at drawing over some shots if I find myself stuck. Going into other TF2 maps to see what works in those with similar areas helps too. ![]()
The thin very-BSP-looking ramp in that shot will probably be replaced by a full-height building/structure with a ramp going up around it or through it if I run out of space.
Right now I'm adding bits and pieces of cover to the outside walkways to break up the line of sight between the bases.
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Yes, it's only at alpha stage right now, more details will be added later. Any suggestions for what I could do with areas would be nice though. ![]()
Seems I posted in that thread too. ![]()
I'll change the name for the next alpha. ![]()
*Updated to alpha 6, changelist below*
Hi all,
This is my first TF2 map, and also my fist venture into mapping for Hammer. Started getting into TF2 more recently so I decided I'd start something. About a week's work so far.
Any feedback would be appreciated at this stage, though I am fairly happy with the layout as it is (maybe not the mid section at the moment). I didn't want to start with anything too complex so don't go suggesting massive changes to things. ![]()
There aren't any ammo or health pickups yet. Any architecture that looks unfinished looks that way because it is... etc etc
Play it and let me know what you think. ![]()
Enjoy.
Alpha 6 download link: http://slainchild.shackspace.com/files/ctf_creak_a6.zip
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Changelist
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Alpha 6
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+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
Awesome, that was it. Thanks. Luckily there was a non-mesh version of that texture (though it will probably get changed anyway). ![]()
Ok, thanks for the tip, didn't know TF2 doesn't use it well ![]()
However... I still have the same lighting problems without HDR. ![]()
I've started making a TF2 level and built some wooden stairs using func_detail brushes. I'm getting some bad lighting errors when I play in game. To start with, the lighting looks flat and kinda vertex-lit I guess, then when I start walking up the stairs the brightness of them changes randomly as I move. Like how the brightness of surfaces changes with HDR on.
The process I took to make the stairs was to make the whole set out of world brushes, apply/rotate/scale textures + nodraw on unseen surfaces, selected all the brushes that make up the staircase and made them into func_detail brushes. Lightmap resolution is set to 8.
Just started using Hammer a few days ago, I couldn't find anything from a quick google search...
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Anyone know how to fix this? ![]()
Thanks. ![]()
Some more
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