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ElectroSheep

[TF2] Ctf_frosty

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Hey guys, after some screens in the wip thread, time to make a thread for my next tf2map. :-D

Still a lot of work (and a looot of optimisation). It's a classic ctf map (2 base, 2 flag and 3 point win) with a large middle battle zone.

Firts of all, each roof will have a snow models like in this pic but I will make them at the end :

ctf_frosty_a50031.jpg

And some other pics (don't pay attention to the strange black cable :oops: ) :

ctf_frosty_a50017.jpg

ctf_frosty_a50018.jpg

ctf_frosty_a50020.jpg

ctf_frosty_a50025.jpg

ctf_frosty_a50028.jpg

ctf_frosty_a50032.jpg

ctf_frosty_a50033.jpg

ctf_frosty_a50034.jpg

ctf_frosty_a50035.jpg

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That's pretty awesome. I agree the lighting is nice, but I don't think it's gelling with the skybox texture properly, I think there's a bit too much yellow in it giving it a teal colour whereas the skybox is more pure blue/purple.

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Looks great, like the others said, very cozy atmosphere. I can imagine how neat it is to come from the cold exteriors to the warm looking interiors.

CTF is probably my least favorite game type in TF2, but this one does look like it could be a lot of fun~

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I love the last shot! Maybe displace some of the roof-sections with the rock texture, to give it some additional depth? Although the texture is already doing great work there.

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I love the last shot! Maybe displace some of the roof-sections with the rock texture, to give it some additional depth? Although the texture is already doing great work there.

thanks insta, i just did that :)

Now I just find the new look a bit too contrasted.

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hey, I didn't updated this thread a lot, I'm still working on this one and it's not far from the end :) Still need an art pass on some places, a big optim and a full pass of roofy snow.

2012-03-17_00009.jpg

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2012-03-17_00006.jpg

2012-03-17_00007.jpg

2012-03-17_00001.jpg

2012-03-17_00002.jpg

2012-03-17_00003.jpg

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    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

      First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.


      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

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      The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 

       

      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


       

       
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