TF2 ctf_Decker_b1

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Re: TF2 ctf_Decker_b1

Postby Vig_ on Mon Mar 23, 2009 3:59 pm

Ahh yep that prop is just mocked up right now using stock TF2 props and world brushes. I still have a few props left to make, the middle bridge being one of them. It's going to be a loading platform that hangs from one of the cranes, there will be a few boxes and crates stacked on it. So its functional, but not pretty... yet.
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Re: TF2 ctf_Decker_b1

Postby |Yucca| on Mon Mar 23, 2009 5:13 pm

I just tested the map, looks awesome, but only thing that bugs me is that there are lots of BLU textures and models in a RED base.
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Thu Jul 02, 2009 9:09 pm

http://files.getdropbox.com/u/1306131/ctf_Decker_b9.rar
New beta version, with totally redesigned paths. Much smaller (file size and map size), simpler and quicker to navigate, and added a bunch of optimization improvements.

Still a lot of work left to do but its ready for play testing.
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List of changes:
- Started a custom 2D/3D skybox.
- Changed it from day to night.
- Rerouted a lot of paths and simplified things.
- Reworked a lot of the props and optimized textures.
- Removed the lowest level from the bases.
- Added health and ammo to various places.
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Re: TF2 ctf_Decker_b1

Postby KILLA-COW on Thu Jul 02, 2009 9:11 pm

OH MY FUCK. Someones done something original in TF2 and it looks FIT. I really like the way it looks.
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Re: TF2 ctf_Decker_b1

Postby oneups on Thu Jul 02, 2009 11:39 pm

I like the custom stuff you have, and overall the map looks pretty good/original.

Obviously you have more work to do, but other than obvious small details to put in the otherwise empty areas, my biggest gripe is the lighting. It doesn't look like a moon lit night to me. I dig the sky box, but the orange/yellow water really ruins it some. I'd say work on the lighting and colors harmonizing better.

Heres work by Fritz on map battle theme "island".

Check out all the nice color and great lighting. Makes it looks so much better.

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Otherwise great work, cant wait to see more.
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Sun Jul 05, 2009 6:18 pm

That's a good point, I'll probably switch it to sunset/dusk to get some of the dramatic lighting back. I'll definitely turn up the lighting inside the bases too.
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Sat Jul 11, 2009 7:29 pm

After some play testing on a few servers I've compiled a list of changes.

I'll take any and all criticism you can toss my way. Don't worry about hurting my feelings. If we can't tear it down then I can't rebuild it stronger =P

Intel Room Changes:
- Add stairs to intel room.
- Move sub in the intel room to out of bounds area.
- Smooth out the clipping on the props on the 2nd floor of the intel room. (People seem to get caught when circling the floor while looking down.)
- Add second ground floor entrance to the intel room.

Spawn Room Changes:
- Remove the hallway bump/cut out that has health and a hatch. (near mess hall spawn)
- Flip and straighten out the center "mess hall" spawn room(s) so it feeds into the map in a more natural direction.
- Turn up lighting in key areas to help guide players to doors and exits, especially in the water exit rooms.

Lift Area and Water Area Changes:
- Lights and signs to guide players out of the water.
- Lift room has a doorway that looks like you can walk through, but is blocked. Either allow access or block it visually.
- The lower bridge doesn't extend far enough to the red side, people fall through the hole.

Misc Changes:
- Finish off WIP props and create the new Red base canary props and textures.
- Finish detailing both bases, props, overlays detail brushes ect...
- Less intel signs, more resupply signs.
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Re: TF2 ctf_Decker_b1

Postby cohrt on Sun Jul 12, 2009 11:13 pm

great map, awesome layout. i think you should witch it back to daytime though i think it looked better then.
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Tue Sep 29, 2009 10:16 pm

A little bit of thread necromancy but... It's never too late for a map update.

Yep I think day or at least dusk/dawn is the way to go. I think I'll end up creating a new skybox since none of the TF2 ones seem to fit. For now I switched it back and adjusted the lighting a bit, it still needs some work but I'll need to naiil down the sky box first.

I've managed to do most of the changes and I've finished the blue base, flipped it and started detailing the red. I still have some props to do and a bunch of details to add but its functional and ready for another round of play testing before the final release.

Any suggestions, crits and comments are always welcome.

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Enclosed the sniper deck, gave them a little more cover and a bit of a higher perch.


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This is the Red Team spawn room. Still some details to add but its getting there.

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Blue Intel room. Added 2 sets of stairs, one is seen here (everyone can use it) the second is team specific and leads back to the 2nd spawn.

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The Generators.


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Added portholes and a lot of misc detailing to the blue base.

More screens including older shots: http://www.vigville.com/wip/ctf_decker/


The map: ctf_decker_b13a.rar



Whats left to do:
- Finish off the 3D details in the skybox as well as revisit the 2D skybox.
- Redo the Cannery logo and come up with a few cannary posters.
- Build a 3-4 more props for the red base, crates of ice, fish and stacks of cans.
- Trim out and red base and add various details.
- Do soundscapes and particles.
- Figure out why the cannary sign coughs up pink smoke...
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Re: TF2 ctf_Decker_b1

Postby Zipfinator on Tue Sep 29, 2009 10:24 pm

Looking really nice! I like the new style, the old dark lighting had a lot more atmosphere but you can get close with this and it's better to have a well lit map.
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Re: TF2 ctf_Decker_b1

Postby vcool on Tue Sep 29, 2009 11:04 pm

Hey Vig,

looks good. my only gripe is those blue frozen fishies hanging in red spawn. Before I read the text under I thought it was the blue spawn.

What I'm saying is, the blue ice doesn't fit the Red spawn, imo. What about hanging red meat? Red fish would do too, like Salmon.
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Re: TF2 ctf_Decker_b1

Postby Zipfinator on Tue Sep 29, 2009 11:11 pm

vcool wrote:Hey Vig,

looks good. my only gripe is those blue frozen fishies hanging in red spawn. Before I read the text under I thought it was the blue spawn.

What I'm saying is, the blue ice doesn't fit the Red spawn, imo. What about hanging red meat? Red fish would do too, like Salmon.


A giant cow carcass would be good, would be the same with red/pink fish meat inside blue ice.
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Wed Sep 30, 2009 11:57 am

Yep I'll have to do that, thanks for the advice guys =)
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Fri Oct 02, 2009 8:15 pm

ImageI worked on the block of ice and this is what I have so far. It uses 3 models, 1 fish with a standard shader. 1 block of ice with a refract shader and another block of ice for the frosty bits with a opacity shader. The refract shader gives it that nice wavy distortion when you move around, it also adds a nice glossy wet shine. A big thank you to Vcool from polycount for suggesting the refract shader.

http://dl.getdropbox.com/u/1306131/ctf_decker_b13a.rar
I recompiled the map to fix a few bugs in the spawn rooms and to get these in there as well as tweaked the lighting.
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Re: TF2 ctf_Decker_b1

Postby Surfa on Fri Oct 02, 2009 8:40 pm

That vcool from polycount what a douche :smt019

Anyway I am not sure what stage you are up to but a lot of the rooms seem real empty but I will have to play through it first before I can give proper crits. Also if you hit the prop limit you could always make that block 1 model with two different sets of uv maps. So basically a larger cube with the refract shader then the smaller cube with the opacity map but both part of the same model just with different uv ids.
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