ctf_orient [TF2] {WIP}

Reveal what you have made so far and get feedback on development.

ctf_orient [TF2] {WIP}

Postby Sgt Frag on Thu Jun 11, 2009 7:51 pm

update: B2 releasedRed and Blu have set up shop in the orient and now must spy on each other and gather intel.

http://forums.tf2maps.net/downloads.php?do=file&id=1777


My current project. Hopefully I'll get a beta out this weekend and it'll be close to release. The alpha tests I did were helpful in getting an enjoyable layout. It had to change quite a bit from my first layout.

I did a few things to try and contain turtling and encourage players to get outside of the base.
spawns are inside/next to base, enemy team doesn't have to go directly past it.
intel room is fairly wide open so a sentry can't be tucked into a corner where it's invulnerable.
multiple entrances into intel, fast to get out of intel room.
spawns have multiple exits to discourage campers.

Latest pic
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Overhead
guess I'll have to come back with overhead shot
Old pic of base front
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Last edited by Sgt Frag on Mon Jun 29, 2009 3:56 am, edited 2 times in total.
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Re: ctf_orient [TF2] {WIP}

Postby VENATOR on Thu Jun 11, 2009 7:57 pm

Nice architecture!
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Re: ctf_orient [TF2] {WIP}

Postby TheMiede on Thu Jun 11, 2009 8:04 pm

10 thumbs up. Beautifully done!
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Re: ctf_orient [TF2] {WIP}

Postby Generalvivi on Thu Jun 11, 2009 8:26 pm

Nice! 2 thumbs up! I'm a sucker for stuff like this ^^
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Re: ctf_orient [TF2] {WIP}

Postby The Trooper on Thu Jun 11, 2009 8:33 pm

My hats off to you good sir!

But I have one question. What are you planning to do with the 3D skybox? Also the fog by the water fall on the bridge in the first pic. How is thick is that? To me it looks like someone could hide in it and guard that whole bridge by themselves due to no one being able to see them.
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Re: ctf_orient [TF2] {WIP}

Postby vcool on Thu Jun 11, 2009 8:41 pm

Brilliant.

EDIT: I remembered Woe Kitten's post above how to respond to crit threads, so here goes.

I think it's brilliant because I haven't seen this style done yet in TF2, and it is done very well.I like that your houses aren't all in one line and are in a sort of a semi-circle. I also like that the houses looks very cramped together and thus look natural and eastern.

So props to you sir, hopefully once you finish this map lots of people are going to play it.
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Re: ctf_orient [TF2] {WIP}

Postby Sgt Frag on Thu Jun 11, 2009 10:16 pm

Thanks guys.


The skybox will be some large rocks/mountains. I've gotta make a tree model yet (like a ponderosa pine, wind twisted) and I'll make a skybox size one that can double as a bonsai.
Probably a few small stilted houses on the mountains too.

That fog in front of the waterfall is actually kindof bugging me. I took the particles out of sawmill and one of them causes that, but it seems to be stuck in the same place I had originally placed it. Even when I have moved the emitter WAYYY back into the water fall. You can see it looks like it is falling several feet in front of the waterfall itself.
But you can see a player in it fairly well, where the bridge fades out of site is actually just a grey rock. Plus particles and screen grabs don't seem to mesh well, you have to look real close to even see any rain but in game you can see it just fine.

But speaking of players hiding, there is a secret passage behind the waterfall :)
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Re: ctf_orient [TF2] {WIP}

Postby Lobstar on Fri Jun 12, 2009 12:21 am

Besides the cubemap error or whatever that is in the water 10/10. Might need some moore intresting lighting tho. You wanna show off tha tbeautiful achitecture in the right way ;)
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Re: ctf_orient [TF2] {WIP}

Postby PhilE on Fri Jun 12, 2009 2:55 am

Love it! :D
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Re: ctf_orient [TF2] {WIP}

Postby Stubby on Fri Jun 12, 2009 3:13 am

that first screenshot is absolute perfection.

keep the lighting just like that.
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Re: ctf_orient [TF2] {WIP}

Postby oneups on Fri Jun 12, 2009 4:38 am

That shot of the blue base by the waterfall looks great. Great work. Looking forward to seeing more and trying the beta.
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Re: ctf_orient [TF2] {WIP}

Postby stoopdapoop on Fri Jun 12, 2009 4:51 am

fantastic, really.

As said before the geometry is great, and it's cool to see a new style. I'll hold off any real crits until I get to see a more in depth preview :)
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Re: ctf_orient [TF2] {WIP}

Postby |Yucca| on Fri Jun 12, 2009 10:59 am

Awesome architecture!

Especially the BLU base.
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Re: ctf_orient [TF2] {WIP}

Postby ixin on Fri Jun 12, 2009 12:46 pm

Spotlight? If finished ofcourse :P
Damn that looks awesome :O
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Re: ctf_orient [TF2] {WIP}

Postby nub on Sat Jun 13, 2009 6:46 am

Consider adding cherry blossoms to the map? Those are very common in Japan (this is assuming your map is meant to take place there).

The map looks fantastic. Very nice work. I like the color palate you chose. It's very relaxing and not overly vibrant.

I'm interested to see if you can pull of two different themes for each team's base. In Valve's maps, Blu team is always more industrial, with concrete and metal. Red on the other hand is more rural with wood and dirt and such. It's hard to see what you could do with this theme, but nonetheless the map works out very well.
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