Wow those videos are awesome!
Posts by arhurt
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Anyway, here's the last update on this side project. I'll only come back to it after I'm done with ctf_aerospace or I may not complete any of them.
The idea is that the Blue team has a base on the mountains and is constructing a giant laser to melt the ice on the top of the mountains and flood the red team's base.
In response, the red team manufactures a tree-sawing tank and storm into the mountain to destroy the blue team's giant laser!
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Level design-wise, the great challenge I'm going to have is that I have rotated the cave area by 45º to add a nice variation of shapes to the base. The inner base itself will be aligned to the hammer grid, but the cave and ouside areas will be rotated.
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Just some Idea I thought would be cool, a major cave, since one of the best parts of ctf_aerospace was the cave on the early alphas.
The rock material needs a lot more work, and these quick render lights hurt the eyes, but hey, this is what this thread is all about right?
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Well then it is done, the new alpine props from Valve are perfect for the map.
The change is still not complete, the skybox needs a lot more detail now because frankly, the Alpine skybox is quite siple and works for a small map such as Lumberyard, but is a little repetitive for a large one.
But overhall I belive that the Alpine look fits the map much better. Also make sure to check the soundscapes I've created. Nothing fancy but once I get the planes to fly around it will add so much atmosphere!
I belive this is the final Alpha version, all that is left now is minor tweaking to gameplay and adding details until I'm happy with it.
And now a compile log info:
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Display Morevbsp 27 seconds elapsed vvis Total clusters visible: 69083 Average clusters visible: 106 6 seconds elapsed vrad 10 minutes, 11 seconds elapsed vrad HDR 10 minutes, 24 seconds elapsed Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 46/1024 2208/49152 ( 4.5%) brushes 3345/8192 40140/98304 (40.8%) brushsides 22205/65536 177640/524288 (33.9%) planes 9628/65536 192560/1310720 (14.7%) vertexes 25058/65536 300696/786432 (38.2%) nodes 2353/65536 75296/2097152 ( 3.6%) texinfos 3813/12288 274536/884736 (31.0%) texdata 182/2048 5824/65536 ( 8.9%) dispinfos 267/0 46992/0 ( 0.0%) disp_verts 11931/0 238620/0 ( 0.0%) disp_tris 17856/0 35712/0 ( 0.0%) disp_lmsamples 2346244/0 2346244/0 ( 0.0%) faces 13868/65536 776608/3670016 (21.2%) hdr faces 13868/65536 776608/3670016 (21.2%) origfaces 10739/65536 601384/3670016 (16.4%) leaves 2400/65536 76800/2097152 ( 3.7%) leaffaces 17110/65536 34220/131072 (26.1%) leafbrushes 5968/65536 11936/131072 ( 9.1%) areas 6/256 48/2048 ( 2.3%) surfedges 114237/512000 456948/2048000 (22.3%) edges 73974/256000 295896/1024000 (28.9%) LDR worldlights 561/8192 49368/720896 ( 6.8%) HDR worldlights 561/8192 49368/720896 ( 6.8%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 1953/32768 19530/327680 ( 6.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 38496/65536 76992/131072 (58.7%) cubemapsamples 99/1024 1584/16384 ( 9.7%) overlays 200/512 70400/180224 (39.1%) LDR lightdata [variable] 20361932/0 ( 0.0%) HDR lightdata [variable] 20361932/0 ( 0.0%) visdata [variable] 62436/16777216 ( 0.4%) entdata [variable] 170668/393216 (43.4%) LDR ambient table 2400/65536 9600/262144 ( 3.7%) HDR ambient table 2400/65536 9600/262144 ( 3.7%) LDR leaf ambient 11826/65536 331128/1835008 (18.0%) HDR leaf ambient 11841/65536 331548/1835008 (18.1%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/139096 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/106028 ( 0.0%) pakfile [variable] 24066/0 ( 0.0%) physics [variable] 1251609/4194304 (29.8%) physics terrain [variable] 66596/1048576 ( 6.4%)And the screenshots:
I'm uploading the map and it should be availabe soon

Thanks all.
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Hey guys, here is the advancment I could squeeze up this week:
Also, here is a nice gallery of the props that I made for the map: (I just noticed thatI'm missing the blue light post there)
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Most of the props I'm finishing for my map (some of the fence sections lack a normal occlusion)
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Okay, after a long hiatus I am back. Long story short I was busy.
Glad we got that part over, now for the updates!
Thanks to your great feedback from the last gameday and on the several posts above I was able to get a lot done over the course of this week. Here is a summarized list of the changes made:
Spawn areas: I have started to draft out the looks of the spawn areas, they are not final, but at least you are not anymore in a black box when you first enter the map. There is even some coffe there for you. I have fixed the weird respawn visualizer issues and now everything should be working properly, including: Doors!
Resupply lockers: I have taken away the fake metal doors on the buildings to the left of the yard and on the sewer entrances, and made them into resupply areas for each team. These foward resupply lockers should help engineers, demos, heavies and snipers set up a good foward defense wirth a safe point to fall back to. Also controlling the middle area is now critical to prevent the enemy from setting up strongly near their resupply.
Cave: The cave has been refitted with a crack in the ceiling to let some light shine trough. Along with more waterfalls and vines hanging from the ceiling, the cave now is a lot more fit to the nature of TF2 gameplay. The metal walkways are gone and are now incredible rock formations that should make any geologist intrigued.
Invisible walls and playerclipped areas: I have remodelled the outside of the hangars so that there should be no strange invisible walls blocking your way. These new areas still need some fleshing out, but should provide some cool gameplay areas where pyros and demos can set their traps and spies can hide on to recharge their cloack and change their disguise. Also engineers looking for a little strategy should find good spots to hide a teleporter from the enemy right under their noses.
FPS: I have reworked all the expensive tree models and especially the skybox foliage to prevent the drop on FPS that was very noticeable on the last version of the map. Although it is not perfect yet (I have to make better oclluders and some minor tweaking on a couple models) the small drop in FPS I notice on my low-mid end machine (with3ds, photoshop and hammer running while I test) is barely noticeable.
Directions: Check the first image below to see the new signs I made for now. Nothing too snazzy, but they do their job.
Anyway, I hope to meet everyone expectations since I am now taking a major step towards Beta. My guesses are that if this next testing goes out smoothly I'll be moving from Alpha to Beta on schedule for a possible final release by the end of the year.
And in the spirit of the heavy update:
TOO MANY TINY LITTLE WORDS, WANT BIG IMAGES, CLICKY LINKY BELOW
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Download link: http://%7boption%7d
There will be a large playtest on the TF2maps.net servers this weekend, and my map is included. All details you find at the linky: http://forums.tf2maps.net/showthread.php?t=3214
Thanks a lot everyone so far!
Edit: I just noticed the overexposed areas now that I am on my notebook. The problem with sharing a PC with someone else is that I can never get the monitor set up properly, because the other parties think that it is better to use them at lower brightness. That's why to me it looked OK until I got here.
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Well, Alpha 6 is up for gameday this saturday on the tf2maps.net forums, and here are a couple screenshots.
Nothing fancy here, I've finished the new basement and tried to fix most of the darkest spots around. I also tweaked the HDR a little bit more, thanks to Min0 helping me out I think it's pretty close to what I want. The top of the hangars are still a lot overbright, but I guess it's due to having plain walls all around. After I add more detailed brushwork around the buildings it should tone it down (as happened in the yard).
I also have to tone down the fog a bit to show more of the skybox around, but no time left for it this week

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Oh, and I guess you can spot some arrows to point your way around!
Download the map here:
Download: http://forums.tf2maps.net/downloads.php?do=file&id=376
Mirror download1: http://%7boption%7d
Mirror download2: http://%7boption%7d
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Quote from Josch
Looks astonishing!
Thanks man!
Quote from Freakwow it´s getting really awesome, i love what you´re doing with all those trees, and the cliffs in the back on the 2nd shot are pretty cool, but the other ones.. i think the texture is scaled too high
Thanks Freak. Yes I belive that the texture is scaled too high indeed. Thing is, I modelled and textured the prop all the way before putting it in-game. When I got it in there, it was waaay too small, and I scaled the model in the QC file by a factor of x3 I belive. I'll have to redo those textures on a bigger size, that I know.
Quote from ReNoOtherwise looking like it's coming on well on the whole, keep it up
ReNo, thanks! I'm going to make a custom skybox texture at some point in the future. The current skybox has a line of clouds really low on the horizon, and thus at points the fog does not work. It'll do for now, as I really need to spice up some of the playable areas before fine tuning the remaining skybox stuff.
It's just that people had a hard time seeing the map in it's context, and felt that the trees and caves where out of place, so I decided to make the rough of my skybox ahead of time, to give an idea of the ambience, as it is quite different from any TF2 stock content.
Thanks a lot for the feedback guys, keep it coming! We'll probabbly have a test game this weekend at the TF2maps.net forums, and I'm trying to get the map on a new stage by then. I'll let you know

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Quote from sk3tch
but I also know it's not done yet. I'm sure it will be a classic when it's done!
Thanks a lot sk3tch, I hope you like the progress I made so far. I have studied a little bit about airports and hangars to do this map, but I have to keep a balance between my availabe time to finish it and making custom content vs using stock content to simulate a real hangar and airport.
I've been working on the 3Dskybox, and even if it still need a little bit more work (some custom props for sloped terrain and some polishing) I think it's quite near the final form:
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AS I said, I'm having problems with the HDR settings, if anyone knows of a good tutorial for it, or some basic parameters, please share.
Thanks a lot for all the help so far. I can't belive it's finally taking shape!
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Thanks all! I haven't had much time to work on it for the last few days, but I'm going to put some more work on it for the rest of this weeek.
@ Psycho: Thanks man, I'm glad you liked it!
@ Jenn0_Bing: Thanks a lot man, I agree with you that the cartoon look is a bit too strong in there, and I am working to reduce it a bit. The trees especially get a stronger orange hue when lit with my current enviroment light, so I'm going to work on that.
@ [HP]: Thanks a lot! I'm trying to put as much new content and style in it as I can without making it look out of place.
@ Freak: Lol, thanks for the vote of confidence. I hope that I can get it to look better and better as I go, and belive me, thare is still a LOT of ways to go with this map.
Thanks a lot guys, now I need to get back to work!
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best I could come up with a quick google search: http://multiplayerblog.mtv.com/2008/07/ ... direction/
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Hey awesome wrok there! I`ve been following this thread for a long time and wow, I love it the way the procect started from just an idea and is now into full production!
I would you like to adapt these models for your game, what do you think?
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Have been quietly working on some details around the entrance to the bases while the forums have been down. I'm not going to make any major detailing on the hangars until I get a chance to play it on gameday.
I'm also modelling some stuff to go on the 3D-skybox, but it is still a major WIP.
I made a special light for the cave area, see what you think of it. It's based on a lightstick I saw on the The Fifth Element movie. I added a couble wardwired batteries to fit the TF2 theme better, see if you like it!
Here are a couple screenies of my current progress.
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Mind you that these are the good looking parts and angles, the rest is just a major WIP and really just put togheter for now. All this is going trough a major rework to really be pretty the way I want it!
Cheers!
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I hope that`s Tyrael right there
Diablo III!
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Quote from Psycho
However, the skybox has a skybox texture on the outside which increases compile a lot.
Oh, and I'm doing the happy dance now because this was the problem, you saved my life!

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Unfortunately, I don't have a new version working for testing on this weekend's gameday at TF2maps.net, and with all the changes to the hangar, the old version really doesn't work anymore.
But fortunately, I have some screenies to share (disclaimer, There are problems with the lightning, especially on the red base as the sun shines on opposite walls)
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I need now to start doing some minor optimization, as I can feel the FPS drop when standing in one base's corner looking towards the other. I bet the engine is rendering the whole forest, even tough you can't see it

I decided to use models for the forest because well, they just look good.
Extra points for spotting the HL:2 model in there. (it's just a placeholder until I get my own)