[WIP] 20% Done - Stephen's 2 Fort for Team Deathmatch

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[WIP] 20% Done - Stephen's 2 Fort for Team Deathmatch

Postby timech187 on Thu Jan 13, 2005 7:50 pm

This is my second map uploaded for folks to see and tear apart:). It is in it's very early stages. I had wanted to do a Team Deathmatch but didn't want to mess with it until there was a way to do Team Spawn Locations. Well, low and behold Yesurbius from the Snarkpit.com forums came out with just such a tutorial (thanks Yes!).

here is the link to his tutorial!

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=149

My plans:
A Two-Fort like layout. In the middle of the map is a tower, or some type of location that will hold either rocketlaunchers or special objectives (to come later) where the two teams will be fighting for.

Both of the main base structures are built. Just the structures. There is virtually nothing inside or outside, ie. weapons, details, furniture, that kind of thing.

I have made a .BSP with fast Vis. It is very bland.

Anyway, what I would love is some feedback on where I might could go with this early map. I'm still quite new to mapping as most of you will see.

However, I am also uploading my .VMF for those that are even newer to mapping than I am, so they might get some help, albiet not that much help. I have not uploaded my team spawns yet though. Personally, I wish everyone that uploaded maps would upload their .VMF's :).

Here is the map:
http://www.boredskm.com/Stephens_2_fort.ace

I would love to do several things with the map.
1). Team based objectives - simple or complex. Like blowing up the opposing teams generator
2). Having Team Friendly turrets.
3). Having team only forcefields (thanks to Yesurbius again)

Again, any help or friendly suggestions are welcome!!

Here are some images:
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Timech
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New Screens

Postby timech187 on Fri Jan 14, 2005 3:47 pm

I have done more work on my map. I have some fun ideas for gameplay, just hope I can implement them :).

Here are some of my latest screenshots after compiling on fast vis and rad. I lightened the images cause they were so dark on my work computer, so it does look better in game.

Here is the link to the new download.

http://www.boredskm.com/catapault_2_Fort.ace 2.43mb

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I'm getting better, though still not up to par to the guys that have been using Hammer for years. I'm a bit jealous, but I can say this. I haven't used a "Carve" yet in this map.

I plan on having some catapaults in game that can launch physics items toward the other base. I hope to have working turrets as well!

Timech
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Postby Cyberblast on Fri Jan 14, 2005 3:49 pm

You may have overdone the tilefloor in the fort. Like in overkill, but I like the concept :)
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Postby Athlete{UK} on Fri Jan 14, 2005 4:07 pm

The concept is good but it will need a lot of work. The bunkers a little ugly at the moment get some funkly lighting and props in them. The no mans land in the middle needs more stuff. Cover smaller buildings fox holes and hills. Also fo and rain would look quite nic eon this map.
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Postby timech187 on Fri Jan 14, 2005 4:11 pm

Thanks for the replies :). Please remember, it's in it's very early stages. I have done virtually nothing for props, bunkers, displacements and the like.

I have been waiting to finish my basic "floor plan" before moving into the details.

As for the textures, you are absolutely right. It is a bit over done :). Hopefully I will find a good variety of textures to make the map look better.

This weekend should be a good building time for the map!

thanks again guys!

Timech
ps. I like the rain and fog idea...
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