TF2 ctf_Decker_b1

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Re: TF2 ctf_Decker_b1

Postby vcool on Fri Oct 02, 2009 9:20 pm

Surfa wrote:That vcool from polycount what a douche :smt019


Aww, now now, don't be hatin'.

Looking good Vig, I'll give this a spin - WEEKEND FUCK YEAH.
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Re: TF2 ctf_Decker_b1

Postby Surfa on Fri Oct 02, 2009 9:38 pm

Stealing hosting from ducttape

My crits:
http://ducttape.sourceforge.net/surfa/read-this.html

If you see this coder and want it removed please say so and I will delete it straight away. I am just using it till I sort out my own hosting.


Totally off topic.
vcool wrote:
Surfa wrote:That vcool from polycount what a douche :smt019


Aww, now now, don't be hatin'.


Also you still up for a UC entry cause I don't know I would be able to go at it alone.
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Re: TF2 ctf_Decker_b1

Postby ixin on Sat Oct 03, 2009 12:07 am

Ah yeah saw this on poly, that's some great modeling you've been doing there. :D
Nice map aswel defo like the scenery!
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Thu Oct 08, 2009 4:00 pm

Thanks surfa I really appreciate the time and effort you put into putting those crits together. I managed to fix a few of them, some others changes are still in the works. If it involves custom props, its going to take a bit longer. But I wanted to get this out there because it fixes a few technical game breaking issues the map had in the last release.

Thanks ixin =)

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There is the latest version: http://dl.getdropbox.com/u/1306131/ctf_decker_b14.rar

List of changes:
v4.0 (ctf_decker_b14)
- New per vertex prop lighting.
- New 3D cannery sign.
- Swapped out the last few remaining blue base textures that where hanging out in the red base.
- Rounded out the windows in the blue sniper area. Custom props probably coming.
- Fixed a few clipping issues
- Swapped out a few more blue props in the red base.
- Still need to create a few custom props that will reveal the true nature of the cannery...

I also have a bit of a weird problem going on with the way the skybox props are lit.
I have a problem with the Skybox props being compiled super bright?
http://dl.getdropbox.com/u/1306131/ctf_decker_b140002.jpg

I'm compiling on expert compile settings using a slightly modified "HDR Full Compile -final (slow!)" setting.

-lights lights_tf2.rad -both -staticproppolys -staticproplighting -textureshadows -game $gamedir $path\$file

How do I fix the brighter skybox props?
Do I recompile them with different settings, I used the same qc file settings as my other models, they are just 16x smaller.
Code: Select all
$modelname props_decker/TF2_ShipSmokeStack.mdl
$body "Body" "TF2_ShipSmokeStack.smd"
$cdmaterials models/props_decker/


$staticprop [b]//Is this the problem? should skybox props be compiled as something else?[/b]
$upaxis z

$sequence "idle" "TF2_ShipSmokeStack" fps 30

Do I manually adjust each texture to not be much darker and hope it matches?

Do I use different map compile settings?
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Tue Jan 05, 2010 5:52 pm

Dusting this one off and getting a few things tested before its final release.

Easing into it with a texture for some older props
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And some new props
ImageNever mind the "shoddy" spelling I've taken care of that in this release...
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A lot of lighting and detail tweaks
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More screens: http://www.vigville.com/wip/ctf_decker/

Download: http://dl.dropbox.com/u/1306131/ctf_decker_b16.rar

Dedicated server: 67.183.52.83:27015
You can connect and download the map automatically, without having to manually download and install anything. I'll leave the server up until friday (1/8/10), while I'm testing the map this week.

I'm looking for any and all critiques, even tiny nit picky stuff, rip it apart!
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Re: TF2 ctf_Decker_b1

Postby Corigami on Tue Jan 05, 2010 8:16 pm

Looks top notch, I'm looking forward to playing this when I get home.
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Re: TF2 ctf_Decker_b1

Postby trcc on Wed Jan 06, 2010 7:33 pm

Wow.. I should stop looking at incredible W.I.P maps :cry: Makes me think I will never get a job ¬_¬

Very nice map you got there, Nice modeling! Did you take out the submarine? :(
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Re: TF2 ctf_Decker_b1

Postby Major Banter on Wed Jan 06, 2010 7:36 pm

That's...fucking awesome

What a brilliant concept, and what fantastic execution. Another excellent TF2 map!
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Wed Jan 06, 2010 7:54 pm

Corgiami, Thanks, hopefully it will spread around and get on a few servers so people can actually play a full game. The times I have been able to do it, have been great, but I'm totally biased =P

trcc, thanks, its been a WIP for about 2 years with some pretty sizable breaks in there. Keep at it, its not easy for one person to do but you can get there! Subs in there, I moved it out of the way it was too hard to come up with an object that fit its same dimensions and shape for the red team. And everyone and I mean everyone complained about it being in the way.

Major, ha thanks, I wasn't sure how the whole aircraft carrier/dock thing would play out, but the whole 2 forts built inches from each other kind of bugged me ever since tf1.
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Re: TF2 ctf_Decker_b1

Postby Corigami on Wed Jan 06, 2010 9:26 pm

I had a play and noticed a few small things:
-collision models missing on quite a few models, but you probably already know about that
-z-fighting under windows on red base
-I think the player clips above the group of barrels and cart are awkward and should be remover
-The makeshift clip brushes around the tugboat are really shoddy
-In the fish icecube model, it's very hard to see the fish. I couldn't tell what it was at first. More transparent?
-pipe models are floating off the walls
Last edited by Corigami on Thu Jan 07, 2010 4:36 am, edited 1 time in total.
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Re: TF2 ctf_Decker_b1

Postby Supervillain on Thu Jan 07, 2010 1:31 am

I forgot all about this map! I'm glad to see it is coming along so well. All that custom work is fantastic.; my favorite are the boxes of "fish sticks". I'm going to give this a run through when I get back to my real computer in a few days.

One suggestion I have from the screens you have posted is that the Red Canary sign looks a little funky. It took me a while to recognize that it is a fish wearing a top hat (at least I think it is..... he kinda looks like a red turtle). And the "can" seems more like a shallow dog food bowl because of the way those rust lines sort of curve in.
I'm nitpicking only because it looks so fantastic and I have to give you constructive criticism on SOMETHING :D

More importantly though, you came up with an awesome (and very ambitious) concept, and you've executed it very well. The BLU boat docking to attack RED infuses the map with a sense of story. To ask WAY too much of you: could you have the ship actually sail up and dock during start-up time? I believe Spike had a jungle PL map where BLU started on a pirate ship, sailed up and docked, and then the round started (although I realize there is no set-up time during a CTF map). Also, he made some awesome crashing waves on the shore that perhaps you could borrow from him if the shoreline is visible enough during gameplay.

Excellent work! Can't wait to get my hands on this :D
So I showed her. Gave it right to her like I owed her. That's when I turned from Shrek the Ogre into Master Yoda.
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Re: TF2 ctf_Decker_b1

Postby oneups on Thu Jan 07, 2010 3:15 am

Glad to see this is still being worked on, although admittedly I feel like ive seen it before. The lighting change makes it look less unique. Any chance on giving the dusk/night theme another go? There aren't too many good looking night maps and it really had a lot going for it.

Looking good either way, looking forward to giving it another run.
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Re: TF2 ctf_Decker_b1

Postby Vilham on Fri Jan 08, 2010 11:33 am

dunno bout the gameplay as i havent had a chance to play it but the map looks spectacular, all the custom content and the level of detail are incredible.

Ill have to give it a go sometime soon to see the gameplay and how well optimized it is.
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Re: TF2 ctf_Decker_b1

Postby Vig_ on Fri Jul 09, 2010 4:01 pm

Release Candidate #1 !
If all goes well this will be the final version of the map, barring any bugs found or awesome suggestions.

Description:
This is my take on 2Fort.
The Blue Team suspects that the Red team has been poaching Blue Tuna in Blue Waters. The Red Team claims it's fishing Red Snapper in Red Waters. As a result the Blue team has docked its aircraft carrier at the Red Teams cannary to "investigate".

Only one way to settle this... "History is written by the victors!"

Map File Download: http://dl.dropbox.com/u/2336353/ctf_decker_rc1.zip

Install instructions:
Download and unzip the file to your \tf\maps\ folder
Normally found in:\Program Files\Steam\steamapps\YourSteamName\team fortress 2\tf\maps

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More screenshots of older releases: http://www.vigville.com/wip/ctf_decker/

=============================
Previous Versions:
ctf_decker_b16 5th Beta
http://dl.getdropbox.com/u/1306131/ctf_decker_b16.rar
ctf_decker_b14 4th Beta
http://dl.getdropbox.com/u/1306131/ctf_decker_b14.rar
ctf_decker_b13a 3rd Beta
http://dl.getdropbox.com/u/1306131/ctf_decker_b13a.rar
ctf_decker_b9 2nd Beta
http://files.getdropbox.com/u/1306131/ctf_Decker_b9.rar
Ctf_Deckerb1 1st Beta
http://www.fpsbanana.com/maps/download/86135
=============================
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Re: TF2 ctf_Decker_b1

Postby city14 on Fri Jul 09, 2010 6:20 pm

Wow, that looks absolutely incredible!

I'll try it when I get off work.

TOP NOTCH WORK!
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