Doctor, it's....it's....it's ALIVE!
So about a year and a half ago I released the first beta of Desolation as an arena map. I then took a break from it to work on other things, and then a break from mapping altogether, then I went clinically insane for awhile. During this time my hard drives died (never use raid 0) and I thought that it, along with a dozen other maps I was working on, were gone forever. Then, I remembered my old friend vmex
Now, all this time later, I have brought Desolation BACK FROM THE DEAD (insert TF2 ghost here). Desolation is a small desert map focusing on multi-tiered terrain and vertical gameplay with complex routing. The map bounds may be small, but there's a lot of playing area/walkable surfaces packed in there.
RC1 ReleaseChangelog:
*made proper spawns
*adjusted hinting/portaling
*removed some clutter
*adjusted time to cap in cp version
*set some models to have a mindxlevel
*fix some visual cracks
*soundscapes
*koth version has proper paking
*push version now has a cp under intel start point that changes color based on who is carrying the intel
Visuals have not changed enough to justify new screens.
DOWNLOADAugust 25th - Beta Two and a half Release!Well, I was hoping for a reaction...
I still think the Color Correction looks really cool and it's so much fun to mess with but I can't ignore the overwhelming reaction, apparently I've made a few people sick, so at least I know it was moving. I think though I knew in my heart it wasn't appropriate for TF2. Maybe I'll do something more subtle for beta 3.
Anyway, I've removed the color correction and updated the map text and menu photos. Please re download
Again, there is a server bz2 zip archive as well. Oh, and I've seen a bunch of servers running the beta 1 version, please update your server if you see this!
Download from TF2maps.netDownload from TF2maps.netAugust 18th 2010 - Beta 2 Released! What more can I say? Download it, play it, feedback it!
This release contains five flavors: Arena, CP, CTF, Koth, and Push. Push is a rarely used gametype you may remember from the TFC map of the same name: there is a single, neutral, intel in the middle of the map which you must carry to the ENEMY base to score a point. As far as I know this is the only TF2 map that supports this many gametypes.
Screenshots ho!
http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20050.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20039.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20038-1.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20051.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20046.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20043.jpghttp://i136.photobucket.com/albums/q192 ... b20042.jpg[/IMG]
http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20040.jpgDOWNLOAD DOWNLOAD DOWNLOAD!! Download Beta 2! July 28th 2010 - Beta 2 coming soonI've fallen behind in my projects due to being really sick but I've managed to get nearly caught up on desolation. Soon I'll be able to release the next beta and focus entirely on the art pass contest. Since the last update I have:
*added some props and overlays
*worked on texturing
*created a new prop similar to the wood_fence_* props
*revamped lighting again (using modified light and fog values from hydro along with the ambient value from Beta 1)
*added a slight fog to the distance
*added a sun
*set fade distances on ~550 props (this took awhile!)
*optimized all lightmaps that will be
*fixed some movement hangups and sticks
TODO for next beta release:
*refine lighting based on feedback!*hint and areaportal the level (tonight)
*build a few new models (maybe for third beta)
*compile different versions for each gameplay type
I'm shooting to release this week. Of course I always say that, but there's really not alot of work left to do. Until then I thought I'd upload the first of several custom models in case anyone finds it useful:
http://rapidshare.com/files/409528499/props_desolation.rar (extract to models/)
You can see it in action in the last screenshot.
http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20021.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20022.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20023.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20024.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20025.jpgJuly 13th 2010 - Massive Frankenstein Style Update*Revamped environment style (changed ground/rock textures and repainted all alpha maps)
*Changed lighting
*Color Correction
*Added two new buildings on each side: a "walkway" building and a smaller tower
--these buildings connect with existing geometry to form a bunch of new routes, block snipers/vis, and increase "connectedness and flow"
*Added a deck and a cart-track to the "backyard" area
*Added doors to spawn rooms
*Moved spawn buildings 256 units away from center and added a new exit onto the ridge overlooking the backyard
*Removed some barriers that are no longer needed (they were only there to block snipers)
*Tweaked ALL displacements for looks, collisions, and optimization
*Tightened up the graphics (more detail, more props)
*Widened and moved the central towers slightly and made them world geometry
*Added caves linking the new lower towers to the underside of the "walkway" building
*Removed all hint brushes
That last one might sound strange, but with the new buildings I need to completely overhaul the optimization (which was roughly done to begin with anyway). Desolation is quite open and somewhat vis-un-friendly in it's construction with lot's of buildings at 45 degree angles to the grid and whatnot. As a result it's a good level in which to show advanced areaportal and hinting techniques SO, as a
special bonus to all you less experienced mappers out there I'm going to record (almost)
EVERYTHING I do from this point to the next release that has to do with optimization and make a video tutorial from it.
There's still alot to do for the next release, but I'm quite happy with it right now. I think this is some of my best work and the MASSIVE revisions I've made in only a few days would have taken me weeks in the past. So, without further ado, here's ELEVEN new screenshots!
http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20000.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20013.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20012.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20011.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20010.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20007.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20006.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20005.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20004.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20001.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20002.jpgOct 25th 2008 - First public beta released! :OI've put a lot more work into this map, building surrounding areas and 3Dskybox to flesh out it's world-location-situation-place-cheese-whatever thing. Also adding more detail, optimizaing the collission hull, tweaking lighting, and putting in...wait for it...clouds!
There's still more to be done in detail and optimization, tweaking the 3Dskybox, lighting, adding ambient sound, and making the spawns more than just empty boxes, but you should (hopefully) find it fun to play, pleasing to the eyes, and FPS friendly.
Enough talk, download links and fresh screenshots follow.
Download at TF2Maps.netDownload at Filefronthttp://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10008.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10010.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10013.jpghttp://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10015.jpgOh and for the love of cheese please leave comments, criticisms, suggestions, etc!
Oct 10th 2008 - First art pass, some lighting and prop optimization. Changed sky and tweaked lighting.I want to have another playtest before building the surrounding areas and skybox, then comes more detail, then final lighting and that's it.
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10000.jpgOverview of blue side of middle.
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10001.jpgBlue's "backyard"
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10004.jpgUnderneath the cap point. The mine elevator shaft = deathly fall of doom.
Oct 2nd 2008 - Layout, basic detail, and basic lighting done.After several playtests I've finalized the layout. There are 3 small health vials clustered around the control point (one on each side and one underneath) to help drag the fighting there once mot people are dead and the point is unlocked.
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_b50004.jpgPart of blu side.
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_b50000.jpgCap point goes between the two towers.
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_b50001.jpgLayout overview.