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Posted

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. :)

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Posted

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)...

Posted

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! :)

Posted

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.

Posted

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. 8)

Posted

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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  • 2 weeks later...
Posted

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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:)

Posted

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 :)

Posted

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

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  • 3 weeks later...

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