pl_outback_rc4

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Re: pl_winnebago

Postby Spas12 on Tue Aug 11, 2009 12:59 am

Psy wrote:How can you add HDR but at the same time reduce the filesize by 5mb over the previous version? :\


compress it heavily.
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Re: pl_winnebago

Postby Jman on Tue Aug 11, 2009 2:53 am

The name made me hope the cart was the sniper's van.

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Re: pl_winnebago

Postby |Yucca| on Wed Aug 12, 2009 11:49 am

Just tested this out.

You have some incorrect spawnpoints:
Code: Select all
Spawnpoint at (3300.00 52.00 -367.00) is not clear.
Spawnpoint at (3297.48 -43.97 -367.00) is not clear.
Spawnpoint at (3142.85 15.91 -367.00) is not clear.
Spawnpoint at (3140.33 -80.06 -367.00) is not clear.
Spawnpoint at (7901.00 5850.00 -465.00) is not clear.
Spawnpoint at (7820.00 5696.00 -465.00) is not clear.
Spawnpoint at (7719.00 5694.00 -465.00) is not clear.
Spawnpoint at (7622.00 5621.00 -465.00) is not clear.
Spawnpoint at (7626.00 5854.00 -465.00) is not clear.
Spawnpoint at (7824.00 5853.00 -465.00) is not clear.
Spawnpoint at (7726.00 5773.00 -465.00) is not clear.
Spawnpoint at (7900.00 5771.00 -465.00) is not clear.
Spawnpoint at (3115.00 2630.00 -271.00) is not clear.
Spawnpoint at (3119.00 2393.00 -271.00) is not clear.
Spawnpoint at (3094.00 2722.00 -271.00) is not clear.
Spawnpoint at (3300.00 52.00 -367.00) is not clear.
Spawnpoint at (3297.48 -43.97 -367.00) is not clear.
Spawnpoint at (3142.85 15.91 -367.00) is not clear.
Spawnpoint at (3140.33 -80.06 -367.00) is not clear.
Spawnpoint at (7901.00 5850.00 -465.00) is not clear.
Spawnpoint at (7820.00 5696.00 -465.00) is not clear.
Spawnpoint at (7719.00 5694.00 -465.00) is not clear.
Spawnpoint at (7622.00 5621.00 -465.00) is not clear.
Spawnpoint at (7626.00 5854.00 -465.00) is not clear.
Spawnpoint at (7824.00 5853.00 -465.00) is not clear.
Spawnpoint at (7726.00 5773.00 -465.00) is not clear.
Spawnpoint at (7900.00 5771.00 -465.00) is not clear.
Spawnpoint at (3115.00 2630.00 -271.00) is not clear.
Spawnpoint at (3119.00 2393.00 -271.00) is not clear.
Spawnpoint at (3094.00 2722.00 -271.00) is not clear.


Also:

1. The loudspeaker just outside the BLU base is red, but it has another skin that is blue.
2. The cart is hovering in air after the first point.
3. Railroad on the right, no railroad on the left, also the road looks unrealistic. There is also a lighting error in the arch behind me. (After the second point)
4. You can see a failing 3D-skybox here (Third point, side way)
5. Failing 3D-skybox at the last point too

That's all for now. I alos bet that you're still working with the details of the RED base, because it looks very empty and dull.

Otherwise an awesome map.
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Re: pl_winnebago

Postby S.W.A.T.Y on Mon Aug 17, 2009 4:28 am

Psy wrote:How can you add HDR but at the same time reduce the filesize by 5mb over the previous version? :\


lightmaps?
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Re: pl_winnebago

Postby S.W.A.T.Y on Mon Aug 17, 2009 4:31 am

|Yucca| wrote:Just tested this out.

You have some incorrect spawnpoints:
Code: Select all
Spawnpoint at (3300.00 52.00 -367.00) is not clear.
Spawnpoint at (3297.48 -43.97 -367.00) is not clear.
Spawnpoint at (3142.85 15.91 -367.00) is not clear.
Spawnpoint at (3140.33 -80.06 -367.00) is not clear.
Spawnpoint at (7901.00 5850.00 -465.00) is not clear.
Spawnpoint at (7820.00 5696.00 -465.00) is not clear.
Spawnpoint at (7719.00 5694.00 -465.00) is not clear.
Spawnpoint at (7622.00 5621.00 -465.00) is not clear.
Spawnpoint at (7626.00 5854.00 -465.00) is not clear.
Spawnpoint at (7824.00 5853.00 -465.00) is not clear.
Spawnpoint at (7726.00 5773.00 -465.00) is not clear.
Spawnpoint at (7900.00 5771.00 -465.00) is not clear.
Spawnpoint at (3115.00 2630.00 -271.00) is not clear.
Spawnpoint at (3119.00 2393.00 -271.00) is not clear.
Spawnpoint at (3094.00 2722.00 -271.00) is not clear.
Spawnpoint at (3300.00 52.00 -367.00) is not clear.
Spawnpoint at (3297.48 -43.97 -367.00) is not clear.
Spawnpoint at (3142.85 15.91 -367.00) is not clear.
Spawnpoint at (3140.33 -80.06 -367.00) is not clear.
Spawnpoint at (7901.00 5850.00 -465.00) is not clear.
Spawnpoint at (7820.00 5696.00 -465.00) is not clear.
Spawnpoint at (7719.00 5694.00 -465.00) is not clear.
Spawnpoint at (7622.00 5621.00 -465.00) is not clear.
Spawnpoint at (7626.00 5854.00 -465.00) is not clear.
Spawnpoint at (7824.00 5853.00 -465.00) is not clear.
Spawnpoint at (7726.00 5773.00 -465.00) is not clear.
Spawnpoint at (7900.00 5771.00 -465.00) is not clear.
Spawnpoint at (3115.00 2630.00 -271.00) is not clear.
Spawnpoint at (3119.00 2393.00 -271.00) is not clear.
Spawnpoint at (3094.00 2722.00 -271.00) is not clear.


Also:

1. The loudspeaker just outside the BLU base is red, but it has another skin that is blue.
2. The cart is hovering in air after the first point.
3. Railroad on the right, no railroad on the left, also the road looks unrealistic. There is also a lighting error in the arch behind me. (After the second point)
4. You can see a failing 3D-skybox here (Third point, side way)
5. Failing 3D-skybox at the last point too

That's all for now. I alos bet that you're still working with the details of the RED base, because it looks very empty and dull.

Otherwise an awesome map.


Thanks for the feedback, I'll be releasing b9 tomorrow that will fix a bunch of stuff. :D and also, I will be renaming the map to pl_outback since winnebago sounds kinda lame.
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Re: pl_winnebago

Postby AlexCrafter on Mon Aug 17, 2009 9:53 am

This map has one of the best 3d skyboxes I've ever seen ;)
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Re: pl_outback

Postby S.W.A.T.Y on Tue Aug 18, 2009 2:20 am

Beta 9 is out folks, CHANGED THE NAME OF THE MAP TO OUTBACK

http://forums.tf2maps.net/showthread.php?t=7715


Change Log from b8 to b9

b8 to b9 changes:

-CHANGED THE NAME OF THE MAP TO PL_OUTBACK (WON'T CHANGE ANYMORE!)
-Removed the Do not enter sign on the door of red first spawn.
-Fixed a visible nodraw brush on the first part of the map.
-Fixed a bunch of places where players would get stuck.
-Removed the stairs before the 2nd cap on the right side so that red has an advantage and can deal with the setbacks.
-Improved performance at the last part of the map.
-Added more details to the map around the map.
-Fixed the explosion debris floating in the air.
-Fixed some nodraw brush visible around the map.
-Gave the blue team an extra 1:30 mins to cap the first point.
-Filled up some empty spaces around the map.
-Made the area between cap A and B a lot smaller now.
-Improved performace in the 3D skybox.
-Fixed a bunch of clipping issues.
-Added more lights to the area under the house after capping the first point.
-Clossed off a lot of empty areas around the map.
-Fixed a place at the last cap where you could land on some solid objects.
-Fixed some displacements issues.
-Removed the stairs near the 3rd point.
-Removed blue's 3rd spawn and made them spawn in red's spawn after capping the 3rd point.
-Clipped a few stairs around the map.
-Reworked Blue's first spawn.
-Fixed the weird shadows.
-Fixed the sound capping issue.
-Moved the 3rd point a bit back.
-Prop optimization.
-Changed the skin of the loudspeaker prop outside the blue base.
-Fixed the cart flying in some parts of the map.
-Fixed a few problems with the 3D skybox.
-Fixed some incorrect spawnpoints.

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Re: pl_outback

Postby Absurdistof on Tue Aug 18, 2009 7:43 am

Before I rant, let me say I'm tired, judgemental, probably wrong, and basing all of this on the flythrough.

Hate to say but this level is f..kin BIG. At least 2 times as long as Badwater, and Badwater is LONG. The polish on this map is definitely nice, but many of the large buildings, such as the massive blue buildings (even though blue is going into red territory..) need some props or decals to make them more interesting, especially at the very end. I love the road on the side, but I hope you give ample time from checkpoint to checkpoint if there are only 3 (you could easily have 5, even 7). As far as payload theory goes, there are not too many huge standoff zones, so the map might play like a slurry unless engies have a lot of metal and a nice wall or two for cover. I also hope you have many spawns that move as the payload does (all the more reason for more checkpoints), because I would not want to run from one side to the other as a heavy, looks to be at least 2 minutes. The sightlines look good but let me emphasize giving power to the engies, because part of payload is a standoff, and without a standoff its just one giant push from one end to the other.
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Re: pl_outback

Postby |Yucca| on Tue Aug 18, 2009 1:38 pm

Just tested the b9 version:

1. Health cabinets have fucked up shadows. (All spawnrooms)

2. This arch still has fucked up shadows. (2nd cap)

3. The road still ends in air and the railroad disappears behind that rock. (2nd cap)

4. Windows in this side but no windows in this side (but awesome prop placing indeed, though the weapons are hovering). ("Sniper's hideout")

5. Realism tip: Add a door to this room. (RED's base)

6. Clipping failures here and there: You can sticky jump on the edge of that cliff and that mine cart walkway. (BLU's Spawn) Also other places with cliffy edges.

7. FUCKLOAD of fading problems all over the map, for example, the rockin the middle of screen: http://files.dragory.net/pl_outback_b90007.jpg

8. Displacement failure ("Sniper's Hideout)

9. Also, FUCKLOAD of props with no collisions where they should have them. For example, the red chairs inside the RED's base.

That's all for now. Still an awesome map.
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Re: pl_outback

Postby Dragory on Tue Aug 18, 2009 4:16 pm

Some more things to note...

1. BLU's first spawn
The track is very badly aligned with the sliding door it's supposed to be going through.
Also, how can the door fully close with the track underneath it?
http://files.dragory.net/0pl_outback_b90000.jpg

2. BLU's first spawn
The door the aforementioned track is leading to is way more narrow from inside than from outside.
It also looks unnaturally thick.
http://files.dragory.net/0pl_outback_b90001.jpg
http://files.dragory.net/0pl_outback_b90002.jpg

3. A building after the first point
The wood textures on the planks crossing the chicken wire fence are aligned badly.
http://files.dragory.net/0pl_outback_b90003.jpg

4. All around the map
Why are the lights turned on even though it's a bright, sunny day? Waste of energy if you ask me.
http://files.dragory.net/0pl_outback_b90004.jpg

5. Right after the third point
For some reason there's a door that's halfway sunken to the ground. Interesting.
http://files.dragory.net/0pl_outback_b90005.jpg

6. "Sniper's hideout"
One of the light bulbs here doesn't seem to be casting any light - in fact, the wall next to it isn't even illuminated.
http://files.dragory.net/0pl_outback_b90006.jpg

7. Next to the hideout
The large, yellow barrel is clearly clipping into the floor. Maybe the Heavy sat on it?
http://files.dragory.net/0pl_outback_b90007.jpg
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Re: pl_outback

Postby S.W.A.T.Y on Tue Aug 18, 2009 5:36 pm

Absurdistof wrote:Before I rant, let me say I'm tired, judgemental, probably wrong, and basing all of this on the flythrough.

Hate to say but this level is f..kin BIG. At least 2 times as long as Badwater, and Badwater is LONG. The polish on this map is definitely nice, but many of the large buildings, such as the massive blue buildings (even though blue is going into red territory..) need some props or decals to make them more interesting, especially at the very end. I love the road on the side, but I hope you give ample time from checkpoint to checkpoint if there are only 3 (you could easily have 5, even 7). As far as payload theory goes, there are not too many huge standoff zones, so the map might play like a slurry unless engies have a lot of metal and a nice wall or two for cover. I also hope you have many spawns that move as the payload does (all the more reason for more checkpoints), because I would not want to run from one side to the other as a heavy, looks to be at least 2 minutes. The sightlines look good but let me emphasize giving power to the engies, because part of payload is a standoff, and without a standoff its just one giant push from one end to the other.


Hello,

The flythrough(beta7) is old so there are a lot of things that have changed in (beta9). I have forward spawns in the map so it doesn't feel like you have to push the cart from the start of the map to the end without forward spawns.
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Re: pl_outback

Postby S.W.A.T.Y on Tue Aug 18, 2009 5:37 pm

|Yucca| wrote:Just tested the b9 version:

1. Health cabinets have fucked up shadows. (All spawnrooms)

2. This arch still has fucked up shadows. (2nd cap)

3. The road still ends in air and the railroad disappears behind that rock. (2nd cap)

4. Windows in this side but no windows in this side (but awesome prop placing indeed, though the weapons are hovering). ("Sniper's hideout")

5. Realism tip: Add a door to this room. (RED's base)

6. Clipping failures here and there: You can sticky jump on the edge of that cliff and that mine cart walkway. (BLU's Spawn) Also other places with cliffy edges.

7. FUCKLOAD of fading problems all over the map, for example, the rockin the middle of screen: http://files.dragory.net/pl_outback_b90007.jpg

8. Displacement failure ("Sniper's Hideout)

9. Also, FUCKLOAD of props with no collisions where they should have them. For example, the red chairs inside the RED's base.

That's all for now. Still an awesome map.


Hey, thanks for the feedback, I'll work on those as soon as I get home. Thanks again! :D
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Re: pl_outback

Postby S.W.A.T.Y on Tue Aug 18, 2009 5:39 pm

Dragory wrote:Some more things to note...

1. BLU's first spawn
The track is very badly aligned with the sliding door it's supposed to be going through.
Also, how can the door fully close with the track underneath it?
http://files.dragory.net/0pl_outback_b90000.jpg

2. BLU's first spawn
The door the aforementioned track is leading to is way more narrow from inside than from outside.
It also looks unnaturally thick.
http://files.dragory.net/0pl_outback_b90001.jpg
http://files.dragory.net/0pl_outback_b90002.jpg

3. A building after the first point
The wood textures on the planks crossing the chicken wire fence are aligned badly.
http://files.dragory.net/0pl_outback_b90003.jpg

4. All around the map
Why are the lights turned on even though it's a bright, sunny day? Waste of energy if you ask me.
http://files.dragory.net/0pl_outback_b90004.jpg

5. Right after the third point
For some reason there's a door that's halfway sunken to the ground. Interesting.
http://files.dragory.net/0pl_outback_b90005.jpg

6. "Sniper's hideout"
One of the light bulbs here doesn't seem to be casting any light - in fact, the wall next to it isn't even illuminated.
http://files.dragory.net/0pl_outback_b90006.jpg

7. Next to the hideout
The large, yellow barrel is clearly clipping into the floor. Maybe the Heavy sat on it?
http://files.dragory.net/0pl_outback_b90007.jpg


Thanks, I wasn't expecting to get so many feedback. I'll fix all those in the next version for sure. :D
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Re: pl_outback

Postby S.W.A.T.Y on Mon Aug 24, 2009 5:21 am

I fixed all the issues stated above, Im redesigning the last part of the map since it looks like badwater.
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Re: pl_outback_rc

Postby S.W.A.T.Y on Sat Aug 29, 2009 11:25 pm

OUTBACK GOES RC!

Change Log from b9 to RC

b9 to RC changes:

-Fixed a problem with the 2nd red spawn with players camping the spawn
-Made a second spawn for the red team at the last point.
-Moved the last point closer to the sniper road therefor fixing the long distance between the 3rd point to the last.
-Completely redesigned the last part of the map.
-Fixed some problems with the shadows in the spawnrooms.
-Fixed the sniper road after the 2nd point floating in the air.
-Fixed a bunch of clipping issues.
-Fixed some displacement problems around the map.
-Added collision to some props.
-Added detail around the map.
-Improved Blue's first spawnroom.
-Fixed some fading problems with the props around the map.
-Improved alignement on some textures.
-Fixed some visible no draw brushes.
-Removed dust motes.
-Removed a few stairs at the 2nd point.
-Improved a bit fps around the 1st and 2nd part of the map.
-Clossed off some paths around the last part of the map.
-Reduced the filesize by 5MB.

DOWNLOAD
http://forums.tf2maps.net/downloads.php?do=file&id=1890

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