Hmm I agree with the breakup in look, perhaps a bottom half Border. Otherwise a lot of the screenshots do have a lot of Warm safe lighting. I should have gotten a bit more of our Darker colder areas.
I'll add some of those in a bit later today.
Hmm I agree with the breakup in look, perhaps a bottom half Border. Otherwise a lot of the screenshots do have a lot of Warm safe lighting. I should have gotten a bit more of our Darker colder areas.
I'll add some of those in a bit later today.
Ah yeah, that is the way it is due to it being stairwell, although I do agree that the steps could use some more random orientation.
Which Screen in particular?
Been working on some more thing's here and there with my project, wanted your guys feedback!
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I missed the release of Hoodoo?
I can see that someone's been playing quite a lot of Banjo Kazooie Nuts & Bolts!
Good lookin map, i remember this topic from way back, only to see it again later this year, either way, it looks fantastic.
Looks pretty sweet, agree with the 3rd screen though, seems a tad empty.
Haha, looking good man, and I thought we were supposed to start that ma-off at the same time? CHEATAH!
Nah those lamps give it a Unique Touch, aside that I really like how it came from an Ugly ass Orange map, to a sexy one. Only you have the magic Vivi.
Whoa dude that HDR and color Correction is wicked!
Both, but in any order that you wish.
I feel the same way, yet it's been difficult because we seem to change various small details about it when testing, however I'll get to work on a much better explanation of it.
Also the tunnel screenshot is quite old now, we've been through there and fixed all of that
!
Hey guys, We'll be playtesting this map later today on our F7Lan Servers, you can check out the IP adress below, yet aside that, we'll be pass-wording the server. I'll be posting that a bit later when I have it.
IP: 69.61.55.66:27015
QuoteLooks good although the gameplay explanation sounds pretty confusing.
Yeah during playtest we've run into that problem, it tends to always happens with map's using different mixed Game mode's. But of course after making this map for a long time, and also doing the playtest we've been doing, we've been able to really streamline the layout, and make it easy to understand the moment the player comes into the game. Of course we plan to ship the map with a briefing, to give that gameplay mode some explanation rather then just tossing them into it.
Quote from ZetaLooks good although the gameplay explanation sounds pretty confusing. Be sure to rotate the plank texture on your wood supports.
Good luck
Already Did!, That's actually a older build screenshot, it's funny how people don't realize how to texture with wood properly.
Quotenice job dude, only one thing, do u think the stones around the traintracks are ok? i mean, they aren´t able to grow up around them, and nobody would build a track through them
I reduced the size of them, and moved em away from the rail track, so they're not clipping through, Like I also mentioned above, that's the only screenshot that's kinda old ![]()
Hey guy's and whatsup. Recently Me and Happy from Gear been working on a CP assault map for TF2. It's a bit different though, as to how you play it. We've tried building the map with a combination of TC like gameplay, GravelPit's design structure, and that of a normal assault CP map, allowing it to be more dynamic while never changing cap areas, or pausing the action to change to a new Round area.
We've been working on it for about 10 months now really. Insane I know, but we've been through maybe 3 versions all together of this map to really finalize the layout and such. The Idea of the gameplay is that after capturing the Middle point by either Team, you have the Chance to capture Two Final Control Points. However which one is up to you, or you can just get both at the same time if you wish. Connecting the two is a Tunnel, that act's as a Dynamic link between the Capture Point's. If you own both point's you have full availability to it. If you loose one of your last Control Points, it becomes a one way tunnel for the opposite team, now giving them another route to you Last Capture point. By doing this, the Final Capture point always changes within the map, and each area differs highly from the other giving a different strategy to each. Whether it be attack or defense it all changes dynamically from a TC kind of map, to a assault CP map, to an Attack/Defend map. Heck it might even be a Domination map! Either way it's something in between all of those, so to keep it simple we just gave it the abbreviation CP.
In the Screen's below, we're about 50% done, with all of Red's side being done and half the Middle Control point. All that's left to do is Blue, and that's it. Last it's also a symmetrical map, but it will hardly even look like one.
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Any criticism is greatly appreciated! Thanks.
Sweet Ten ounce, 5 pound, Baby Jesus, this looks darn Fun. I like the ctf version, and hopefully this may turn out pretty great.
Any chance of using this fir TF2? I can't seem to find anything that takes care of Heat maps for TF2.