[TF2] Desolation - RC1 Release (Arena/CP/CTF/KOTH/Push)

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[TF2] Desolation - RC1 Release (Arena/CP/CTF/KOTH/Push)

Postby Mr. Happy on Thu Oct 02, 2008 2:21 pm

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 :D 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 Release

Changelog:
*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.

DOWNLOAD

August 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.net

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Download from TF2maps.net

August 18th 2010 - Beta 2 Released! :D

What more can I say? Download it, play it, feedback it! :D
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.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20039.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20038-1.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20051.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20046.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20043.jpg

http://i136.photobucket.com/albums/q192 ... b20042.jpg[/IMG]

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/push_desolation_b20040.jpg

DOWNLOAD DOWNLOAD DOWNLOAD!! :D

Download Beta 2!

July 28th 2010 - Beta 2 coming soon
I'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.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20022.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20023.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20024.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20025.jpg

July 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.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20013.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20012.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20011.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20010.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20007.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20006.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20005.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20004.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20001.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/Desolation/arena_desolation_pb20002.jpg

Oct 25th 2008 - First public beta released! :O
I'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.net
Download at Filefront

http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10008.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10010.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10013.jpg

http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10015.jpg

Oh 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.jpg
Overview of blue side of middle.
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10001.jpg
Blue's "backyard"
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_pb10004.jpg
Underneath 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.jpg
Part of blu side.
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_b50000.jpg
Cap point goes between the two towers.
http://i136.photobucket.com/albums/q192/MrHappy_photos/arena_desolation_b50001.jpg
Layout overview.
Last edited by Mr. Happy on Wed Oct 27, 2010 7:25 pm, edited 13 times in total.
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Re: [TF2/FF]Desolation

Postby Mr-Jigsaw on Thu Oct 02, 2008 7:38 pm

Looks especially fun for scouts, and maybe snipers. I'm curious to see how it plays. It has a solid look, and if I'm not mistaken, you had only started work on this not too long ago. You made good time.
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Re: [TF2/FF]Desolation

Postby Phott on Thu Oct 02, 2008 8:05 pm

I love TF2 and would love to test this out, it looks like a great map for lan so I might test this out with my mates when released.

Though you might want to add a 3d skybox ;)
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Re: [TF2/FF]Desolation

Postby Zipfinator on Thu Oct 02, 2008 8:09 pm

Looks nice Happy! Needs a 3D skybox for the next build though :O
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Re: [TF2/FF]Desolation

Postby Mr. Happy on Thu Oct 02, 2008 9:12 pm

Thanks guys.
3D skybox is one of the last things I do incase the map boundaries change.
There were some problems with snipers in earlier versions, so i compromised my original vision of openness and added the middle towers and some more cover in various places. Damn snipers limiting gameplay and style!
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Re: [TF2/FF]Desolation

Postby Psy on Fri Oct 03, 2008 12:46 pm

Looks great! I'm sure I'll make my own arena map in the near future. ;)
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Re: [TF2/FF]Desolation

Postby Spas12 on Sun Oct 05, 2008 9:24 pm

Looks awesome happy, nice work. Maybe place a couple more props on those grounds though.
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Re: [TF2/FF]Desolation

Postby Mr. Happy on Fri Oct 10, 2008 7:41 pm

TY.

Updated first post with new screens and info.
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Re: [TF2/FF]Desolation

Postby mat_de_b on Fri Oct 10, 2008 8:00 pm

The mine from the first screens looks a little dark for tf2 :S but otherwise looks like a lot of good fun... will definately play this when i get my new rig...
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Re: [TF2/FF]Desolation

Postby Undead Caesar on Sun Oct 12, 2008 9:32 pm

O.O

Make sure to tell me when you get a beta running or something, I definitely want to try this one out.
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Re: [TF2/FF]Desolation

Postby Mr. Happy on Sat Oct 25, 2008 2:14 pm

Updated first post with, OMFG?! DOWNLOAD LINKS :O :O

Still in beta, but, well, read the first post :)
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Re: [TF2/FF]Desolation

Postby moroes on Sat Oct 25, 2008 2:39 pm

I'll test it! Screens are really beautiful! Nice work!
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Re: [TF2/FF]Desolation

Postby Generalvivi on Sun Oct 26, 2008 10:50 pm

congrats on the beta release! maps looking nice dude
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Re: [TF2] Desolation - BACK FROM THE DEAD!

Postby Mr. Happy on Tue Jul 13, 2010 8:11 pm

MASSIVE NECRO UPDATE BUMP FOR GREAT JUSTICE!!!!! (Read first post)
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Re: [TF2] Desolation - BACK FROM THE DEAD!

Postby jgoodroad on Tue Jul 13, 2010 8:32 pm

can you make a payload version of this too?
===[]"

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