It's rotational not mirror!
I am specifically working on projects right now to make me more efficient and faster (or new skills or other specific things), it is the fastest I have built a layout too.
It's rotational not mirror!
I am specifically working on projects right now to make me more efficient and faster (or new skills or other specific things), it is the fastest I have built a layout too.
It doesn't look THAT complicated...might be..really hard to tell. Complexity isn't really a function of portal quantity. Types of mechanics, how they interact, how the playspace is organized and read, all are factors. For a portfolio you could do something fancy like an inplace slideshow going step by step.
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Workflow exercise, 2.5 hours from brush to layout completion, then pasted in the logic for floating platform I did before and made a few edits. Trying to do speedmapping, will post the video later.
It's a gimmick map! Balloonimap! But it might become something later. Mid is too big, would add building routes/blockers/places in a couple places. Running around it it might work better as CTF than koth. But for now it is balloonimap!
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/speedmapping/balloonimap/balloonimap_small.jpg]
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/speedmapping/balloonimap/layoutbuilt.jpg]
Very nice, want to test!
Yes, I am thinking the new game mode. I am still somewhat attached to having the koth timers as I think that could be fun but it confused people. And with the new entity it may actually work on servers!! But, that is the wrong choice. The right choice is to make it SD because people already know that mode.
I redesigned the layout again since last the last test.
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/bloviation/blov_a3_wip1.JPG]
and am adding in the SD entities now. But this redesign was still meant for the original mode. We will see.
Essentially I cut the map in half, the idea being that players could keep the the CP and the Flag in their mind together at the same time. So I am not converting that middle building into a rocket launch pad but it doesnt actually fit so, I dunno, maybe I will add the other half back in.
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Edit:
Funny how SD is payload-ctf, nice predicting that CJ ![]()
At the risk of posting three times in a row, here is alpha 2:
>>>> Download at TF2maps.net <<<<
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/bloviation/blov_scra2_1.jpg][Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/bloviation/blov_scra2_2.jpg]
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[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/bloviation/blov_scra2_5.jpg]
It's alot better.
Ok, spent a day on this (~8 hours) reworking the layout completely. Fell behind my schedule a bit because of modeling and Portal 2 maps. I think it's approaching something decent and will soon be ready for more serious testing and improvement. I shrank it down and the weird/stupid stuff like no flag zones, and per-cap gating has been replaced by more intelligent/flowing layout. It's not a2 yet, as you can see there is no sky or red half, I also need to do the doors, items and a bit of cleanup. But more than that, I need to take my dog for a walk and burn notice is on tonight so I'll probably be releasing alpha-2 tomorrow morning and will give a complete post then.
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/BLOV_A2WIP1.JPG]
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Well we played it on TF2maps.net new york server today, I have to say the map is even more beautiful in game than in screenshots. Marvelous!
Wasn't looking at FPS but it didn't kill my machine, which would be difficult to do anyway. It is fairly open so good luck with the hints ![]()
Aside from the blackspot in cave I can't see much wrong (didn't even find that workbench?), it really looks ready to go. Someone in server suggested though that you make the different areas have bigger differences in their art, to differentiate things. I agree with that because, as was also consensus, it's a bit confusing. If you want to improve layout you could tighten up the flanks, make things a bit less complicated. Maybe remove a few routes. ADD SIGNS!!! Otherwise I'd say this is nearly releasable!
It is a bit hard to play though, there is tons of areas so its easy to get lost and nothing forces players together. I say maps like this are like 3-5 good maps in one map. I'd like to see a five CP version, or you could even cut it in half and do a small payload. Simply because those game modes make use of more space/force players together more.
I know you are focused on environment art so I will say that in that regard the map is nearly flawless, just needs more differentiation in the areas.
OH, about that workshop model. The console complained about shader binding not missing material. I am guessing that the vmt is broken. The error did not look like the error that is received with curly brace misalignment, so I would guess the issue is a typo in the shadername? Eitherway, there is something wrong with the VMT itself.
You have a accomplished a great feat, making vis take longer than rad!
Very behind on the turtle, I am not very good at sculpting so I used displacement maps to get to this point but also there are special concerns: must stay under 1,000,000 triangles and it must be u/v'd for 3d printing (full color sandstone). It took along time to figure out exactly what to do to get high detail and stay under that triangle count. So that means no highpoly/lowpoly and no subdivisions outside of Max: there is uneven triangle density due to subdividing only along the cracks in the shell. Very odd but it should come out fine in the physical world. Off to finish it, will be a few days late but that is ok.
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/turtle_wip_clay2.png]
Here is bonus model, probably the most detailed I have ever done:
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/shelving_unit.PNG]
Looking forward to it!
Quote from 3DnjI think I can release my alpha 8. lot of missing stuff but playable. i'll make a compil this night
(final compil takes 4 hours!)
What are your computer specifications?
That's a long time for 2009.
Yes there are some oddities, the "no flag zones" and gating mechanisms were meant to try and stage (or segment?) the usage of each space based on the current state of the gameplay. Being able to observe how people reacted to these without clear signage gave me a baseline for the intelligence/willingness of the average player. The goal was to prevent players "retreating" from being the main path. I am redesigning certain paths so these are not needed, shrinking the map helps alot in that.
The playtest was successful: I learned that the logic I setup did not hold up to a full server of people pounding on the flag. Also there were HUD issues (double flag indicators) that did not show up in a local serve. I have found a much much much simpler way to do it!
And yes, it was too big, or rather, just inflated with a bunch of hot air.
EDIT: This should be in today's TF2maps.net playtest @ 4:00pm CST
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Thanks for replying! You should both move forward on those ideas I think
I'm glad I could get you thinking CJ, what would capping the payload do? Hmmm...make the cart roll back? I'm curious to know what your hybrid was KFS. You will see how this turns out since I will keep the thread updated!
Yesterday I finished building the layout and today I setup the doors, spawns, item placements, fixed leaks and stuff like that and fiddled a little bit. I didn't keep track exactly but I think it was a total of 8-10 hours of pushing buttons to go from first brush to first release, which is pretty slow but I wanted to adjust some hallways and widths and whatnots.
>>>> Download at TF2maps.net <<<<
[Blocked Image: http://i.minus.com/iIa6mJTubu4yW.png]
[Blocked Image: http://i.minus.com/iCYdn6NH7U8dw.png]
[Blocked Image: http://i.minus.com/iVaS0MpQSfMb2.png]
>>>> Download at TF2maps.net <<<<
Hoping to get this into a test soon.
Here is more detail on how it works, the bolded numbers I did not explain before:
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1. Pick up the neutral flag
2. Take it through the building and to the CP
3. If there aren't any enemies standing on the CP the flag carrier will insta-cap the CP
4. Defend the CP until your timer runs out!
5. If you are in control of the CP you will not be able to pick up the intel.
6. After the first cap the intel changes from neutral grey to the color of the team that can pick it up.
7. If you take the intel into the hazard striped areas it will drop and immediately return! So don't!
8. The setup gates in the flag area on your side close when you have the CP to make it a bit easier for the attackers. You can still get down there and back out of course.
9. The doors that lead from spawn area to the CP become unlocked when you own the CP.
Known Issues:
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Not much of an announcer.
A few spots where the walls of the map flicker in and out with sky, shouldn't be too noticeable or a problem though. I'm trying to stop myself from worrying about the finer points of visleafing at this early a stage.
>>>> Download at TF2maps.net <<<<
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(Special Thanks to Fr0zen and A Boojum Snark because I use their prefabs for stuff like spawn entities and doors)
a6 version:
This map has undergone alot fo revisions and two name changes since I last posted about it here.
It now uses the "Special Delivery" game mode.
The layout is nearly done, I have a few changes in mind but need it tested some more first.
(Below images will always be current)
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs…ASHDOWN_001.png]
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs…ASHDOWN_002.png]
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Poopy Joe will ride this rocket to the stars!
http://forums.tf2maps.net/downloads.php?do=file&id=5190
=================================original first post follows===============================================================
Late monday night I started a little project I am for now calling KOTF_Bloviation. This is a Capture the Flag/King of the Hill Hybrid map.
Gamemode Description
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Depending on how you look at it I have made fifteen 15 minute prototypes, or one 6 hour prototype. It took a lot of tries to find a variation that works with the TF2 entities without issue.
King of the Flag:
1. Take the intel up the hill and run onto a capture point.
2. You immediately gain possesion of the capture point starting your KOTH countdown timer.
3. Intel immediately returns to bottom of hill.
4. Team in possession of CP cannot pick up intel again.
5. When intel is dropped it returns after ten seconds.
Will this game mode be fun? Let's find out!
[Blocked Image: http://i.imgur.com/LossN.png]
I have finished the prototype and designed a layout. I will start building the layout in Hammer after I post this. I have not yet stress tested the logic, hopefully the hackiness does not have issues. I tried to follow the problem/solution/constraint process before drawing or building anything. Hopefully I am doing it correctly.
Stated a Problem
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1. I want to make a TF2 map but I like all game modes and can't choose
2. Want to do something novel.
3. I don't want to commit to a "full size" map such as A/D or 5CP because I am working on a bunch of other stuff too.
4. KOTH is too basic, I have done an Arena/KOTH map and want to do something "more."
Solved the Problem (let's hope)
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1. King of the Flag! Combines multiple game modes!
2. I haven't seen this done before.
3. This will be smallish.
3. This is "more" than just a layout, it is "more" than KOTH.
Constraints
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1. Small
2. Flag captures a CP to activate KOTH timer
3. After entering flag area, the natural path will be offensive. / retreating will be an unnatural path
4. Finish prototype in 1 night (RESULT: took part of morning too)
5. No new art assets except if needed to convey gamemode
Potential Issues
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1. Confusing
2. Currently winning team could lock the CP down too easily.
3. Bugs in the system?
4. Griefers doing bad things with flag.
5. Attackers could have easy time taking flag through their own territory
6. May not be significantly different from KOTH or Invade to justify it's own existence.
[Blocked Image: http://i.imgur.com/pMeYc.png]
[Blocked Image: http://i.imgur.com/63mW8.png]
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EDIT 1, same night update.
After a couple hours I am ready for bed but not done. Some finegaling that could have waited until after the whole thing was built was done but I nitpick everything, a habit I am trying to break by doing small projects.
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/bloviation_wip1.PNG]
I have read people say that many many times, but most game developers got their start before many programs existed, well, maybe not most of the junior designers since the degrees have been around for a few years. But the degrees have been around for a few years so I'm wondering if they have started to come into their own yet? Many many people are doing them now. What is the opinion of people hiring students I wonder?
There is also DigiPen, Art Institutes, and SCAD seem to be good. SCAD (Svannah College of Art and Design) is on the east coast (Georgia). Friend of mine went there, I guess he liked it.
Yes they can charge whatever they want because they own them all. There is basically no competition now. Autodesk is a monopoly, their purchase of Softimage never should have been allowed to go through and wouldn't have if the government either 1. wasn't corrupt or 2. understood technology. Not sure which was the issue, only that my congressman didn't care when I wrote!
Joe I feel your pain. I also bought XSI Foundations a long time ago which was fantastic since Softimage had such great pricing on foundations. I made my money back on that one, but ended up in a similar position: software didn't work after Autodick bought them. So I legally pirated (the laws allowing their licensing terms are unconstitutional, you should not feel as if you are committing a crime by pirating software for which your license has run out) the newer versions until I found more work.
FYI this thread is very old.
Well you should if you want
I hope it is not too finished for TF2Maps playtest? Please post if it gets put on any servers.
Those nicks look really nice! There's a couple places on the straight pieces that look like pock marks, very round spherical holes that don't quite fit in with the rest of the damage.
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[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/turtle_pre_Uv.png]
Coudn't quite figure out how to layout the 'plates' on the shell cleanly but that's ok, it's not supposed to be 100% accurate to a box turtle anyway.
I linked up the neck and front legs and the tail and back legs and am finishing the UV now (the legs was started as a single piece and instanced), then into mudbox. I will try to do the plates in there. Should have the final sometime tomorrow or next day.
The webbing could have nicer topology but I'm not gonna sweat it. Here's a closeup without NURMs.
[Blocked Image: https://dl.dropbox.com/u/9300049/WIPs/turtle_webbing_front.png]
Where can we play it???
You are welcome
I've started planning a little side project now that will be 100% custom assets done with wall worm's, I want to leverage all it's features including proxies and skybox. I've also started using convexity and have done some initial drafts of this layout though I am stumbling a bit so no wip's yet. I hope to use that for all the CSG, it is the last piece of the puzzle! I still use Hammer & PeTI for my main project right now as it depends more on quickly iterating the BSP, func_instance, and no custom art. There is another brush editor called MicroBrush which is very nice, it is free and made by another Source modder but can ONLY do brush geometry with no UV so it does not help to replace Hammer. Like convexity is is much faster than Hammer in some ways, but all three have their strengths and weaknesses I think. Of course Hammer also has features that are specific to Source.
p.s. I actually prefer Jamie, James is just what the government calls me but on the internet I generally use a variation of 'happy' so as to create some semblance of privacy and protection against identity theft (which is a huge pain to deal with!!). Though in this age when people expect you to hardlink your identity to your online actions it is probably in vain.