Scinbed Posted June 9, 2009 Author Report Posted June 9, 2009 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. Quote
Psy Posted June 10, 2009 Report Posted June 10, 2009 Corridors should be 192 units. Based on my experience of mapping for TF2, everything is roughly 1.5x bigger then in HL2. Quote
Scinbed Posted June 10, 2009 Author Report Posted June 10, 2009 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)... Quote
cardo Posted June 12, 2009 Report Posted June 12, 2009 Layout seems quite nice from running around, but I do have to agree with the ceilings feeling a little low throughout the map. Might get annoying for double jumping scouts avoiding spammage but generally I think you can get away with it. Alot of the TF2 maps are alot tighter than you first realise, especially some of Goldrush's or Dustbowl's back routes. Keep up the good work anyhow! Quote
Scinbed Posted June 12, 2009 Author Report Posted June 12, 2009 Glad you like it. Some WIP screenshots from this evening's work: Comments/crits welcome... Quote
DvS Posted June 12, 2009 Report Posted June 12, 2009 Screen 1: Too much of that wood texture, doesn't fit on the outside walls. The structure thing there looks too simplistic, try replacing it with a sheet metal shed type thing. Also the room doesn't seem to be built with the intel in mind at all, I had to take several looks at the screenshot to actually notice it. Screen 2&3 : Just, empty. Put more stuff, vary it up. That lightbulb in screen 3 makes no sense in it's current state. Quote
Scinbed Posted June 12, 2009 Author Report Posted June 12, 2009 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. Quote
Scinbed Posted June 13, 2009 Author Report Posted June 13, 2009 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: Quote
Skacky Posted June 13, 2009 Report Posted June 13, 2009 Looks very good, keep up the good work. Quote
Scinbed Posted June 21, 2009 Author Report Posted June 21, 2009 Alpha 4 has been uploaded: http://slainchild.shackspace.com/files/ctf_creak_a4.zip Alpha 4 --------------------------------- +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. Quote
cardo Posted June 24, 2009 Report Posted June 24, 2009 Really digging some of the new details you've added. I like the texture/detail variations between the bases and how it's not too samey, but also not too different from one another.. if that makes sense Quote
Scinbed Posted June 26, 2009 Author Report Posted June 26, 2009 Cheers. Been working a bit on the sniper "pillbox" room today: Complete with jars of piss you can shoot around Quote
Scinbed Posted June 28, 2009 Author Report Posted June 28, 2009 Alpha 5 is ready for download: http://slainchild.shackspace.com/files/ctf_creak_a5.zip Alpha 5 --------------------------------- +Added sloped roofs and trim to front of bases +Changed terrain texture on Blu side +Added a new underwater tunnel route to the mid section rooms from the base side corridors +Made the middle water pool smaller +Brightness and bloom of the outdoor lighting reduced +Detailed Sniper bunker rooms +Remade the cliffs above the bases +Various texturing and trim work +Added a few more arrow signs around the bases pointing to the enemy base +Raised the ceiling in the long stairwells +Changed and tweaked some of the spotlights/lightbulbs +Added missing player clip brushes to steps that needed them +Changed ramps into steps where needed Quote
Freak Posted June 29, 2009 Report Posted June 29, 2009 Bears getting better and better, keep it up! Quote
Scinbed Posted July 17, 2009 Author Report Posted July 17, 2009 Been on holiday for a while so I've only got back to working on this in the last few days. Mines! Factories! Quote
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