ctf_biomass_rc1

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

ctf_biomass_rc1

Postby S.W.A.T.Y on Mon Apr 05, 2010 12:12 am

Download
http://forums.tf2maps.net/showthread.php?t=12609

RC1 Changelog:

-Added another spawn due to being too easy to spawn camp before.
-Fixed the fade distance to a couple of props.
-Fixed some nodraw textures.
-Fixed some issues with clipping.
-Fixed an issue with the 3d sky.
-Improved fps.


Updated Screenshots:


Image
Image
Image
Image
Image
Image
Last edited by S.W.A.T.Y on Wed Aug 25, 2010 3:04 am, edited 8 times in total.
User avatar
S.W.A.T.Y
1337 p0st3r
1337 p0st3r
 
Joined: Sun Dec 16, 2007 6:23 pm

Re: ctf_biomass_b1

Postby pk_hunter on Mon Apr 05, 2010 12:47 am

It physically repulses me how awesome that looks.

I also note some nods to HL1 landmarks, which I love - whether they're intentional or not.
Image
User avatar
pk_hunter
Pheropod
Pheropod
 
Joined: Thu Oct 23, 2008 4:05 pm
Location: Glasgow, UK

Re: ctf_biomass_b1

Postby Lord Ned on Mon Apr 05, 2010 10:34 pm

Are there 4 dams?
Resident Source Guru, Competent Level Designer, Talented Artist, Horrible Speller
User avatar
Lord Ned
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Thu Jul 17, 2008 8:42 pm

Re: ctf_biomass_b1

Postby Major Banter on Mon Apr 05, 2010 10:37 pm

Aside from the hideously orange inner area;

FUCKING NICE WORK SWATY MY MAN
ImageImageImage
Major Banter
Veteran
Veteran
 
Joined: Tue Apr 01, 2008 10:52 pm
Location: UK

Re: ctf_biomass_b1

Postby The Milkman on Mon Apr 05, 2010 10:40 pm

Less narrow paths. Why do you think so many people hate 2fort? Are you mocking TF2 ctf with this map? I don't see any other reason to surround the map with pits of watery death.

Learn to understand TF2 gameplay mechanics please.. for the love of custom TF2 maps.
The Milkman
Regular
Regular
 
Joined: Tue May 24, 2005 5:05 pm
Location: Land of Angles

Re: ctf_biomass_b1

Postby jgoodroad on Tue Apr 06, 2010 12:22 am

...does seniority apply to interlopers, if not perhaps we should make it clear that SWATY is one of the best TF2 mappers here, and often goes through several literations of a map, since each player will act differently to a certain map.
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: ctf_biomass_b1

Postby YokaI on Tue Apr 06, 2010 2:37 am

jgoodroad wrote:...does seniority apply to interlopers, if not perhaps we should make it clear that SWATY is one of the best TF2 mappers here, and often goes through several literations of a map, since each player will act differently to a certain map.



Indeed, I am always very impressed with his works. Of all the interlopers works I've seen, Swatty's definitely shows the most potential, especially with his mapping speed. Since I've been here in 2003, that means a lot really!

A very excellent looking map. Each new map your own style seems to bleed through more and more, which is definitely a good thing. The better you can make your map not LOOK like a valve map, the better you will stand out from other mappers as your own unique persona.

The Milkman wrote:Less narrow paths. Why do you think so many people hate 2fort? Are you mocking TF2 ctf with this map? I don't see any other reason to surround the map with pits of watery death.


The way I see it, every map should have it's own unique game play. And if everyone hates 2fort, why is it one of the most played CTF maps on TF2 (possibly under turbine?), it's like saying de_dust2 is an awful cs:s map, or inferno. (Actually, inferno is bad because of how demanding it is graphically on some users computers, however the layout is quite phenomenal and was a pretty popular 1.6 map because of it.)
YokaI
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 03, 2004 12:38 am

Re: ctf_biomass_b1

Postby .treeturtle-- on Tue Apr 06, 2010 4:06 am

screeny 4 looks like a room in half-life, and the rest of them look like sex
turtle
User avatar
.treeturtle--
Regular
Regular
 
Joined: Wed Dec 16, 2009 5:06 am
Location: Michigan

Re: ctf_biomass_b1

Postby S.W.A.T.Y on Tue Apr 06, 2010 5:09 pm

I'm happy you guys like the map. :D
User avatar
S.W.A.T.Y
1337 p0st3r
1337 p0st3r
 
Joined: Sun Dec 16, 2007 6:23 pm

Re: ctf_biomass_b1

Postby Psy on Wed Apr 07, 2010 8:44 am

YokaI wrote:The way I see it, every map should have it's own unique game play. And if everyone hates 2fort, why is it one of the most played CTF maps on TF2 (possibly under turbine?), it's like saying de_dust2 is an awful cs:s map, or inferno. (Actually, inferno is bad because of how demanding it is graphically on some users computers, however the layout is quite phenomenal and was a pretty popular 1.6 map because of it.)


But he has a point. Death traps should be rarely or never used.
User avatar
Psy
Veteran
Veteran
 
Joined: Sat Dec 03, 2005 5:41 pm
Location: United Kingdom

Re: ctf_biomass_b1

Postby jgoodroad on Thu Apr 08, 2010 1:33 am

but...death traps are fun...
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: ctf_biomass_b2

Postby S.W.A.T.Y on Sat Apr 10, 2010 12:39 am

So beta 2 includes some drastic changes starting wtih the middle area,
the cave being totally removed due to being too big and being too hard
to get the intel from the enemey's base so b2 has that fixed and the map is 100% playable now.
I retextured both bases since people were complaing not being able to know
which base is which so thats fixed too. Also, I added another route to the intel room to make it easier get the intel
and ton of other improvements as well.


Download
http://forums.tf2maps.net/showthread.php?t=12609

Updated first post with new info/pics.

Beta 2 Changlog:

-Added rails on the sides to make it less pyro friendly.
-Added another route out of the intel room to make it easier getting the intel.
-Removed the windows above the intel room.
-Scaled down the water.
-Fixed clipping problems.
-Added more signs throughout the map.
-Added more detail throughout the map.
-Fixed lighting errors.
-Retextured both bases so its easier to know on which base you are on.
-Removed the whole middle area(the cave) due to being too dificult to get the intel from the enemy's base.
-Removed a side route at mid being useless.
-Fixed ton of visual glitches
-Added more lights.
-Improved FPS by a lot.
-Added spec cameras.
-Improved visually the 3D skybox
Last edited by S.W.A.T.Y on Tue Jun 01, 2010 1:52 pm, edited 1 time in total.
User avatar
S.W.A.T.Y
1337 p0st3r
1337 p0st3r
 
Joined: Sun Dec 16, 2007 6:23 pm

Re: ctf_biomass_b2

Postby .treeturtle-- on Sat Apr 10, 2010 2:32 am

orgasm
turtle
User avatar
.treeturtle--
Regular
Regular
 
Joined: Wed Dec 16, 2009 5:06 am
Location: Michigan

Re: ctf_biomass_b2

Postby jgoodroad on Sat Apr 10, 2010 2:53 am

well it looks good, and plays a bit better then I thought when I saw the file size. still could use better fps

the middle point is, very small, and could use more to represent that it was THE middle, I was surprised when I was in red base, because I thought it was the mid building.

-you should make the intel rooftop accessable, so that some can rocket/sticky jump ontop of and hop through the open windows and add height advantage for sollys, demos, and if you add a jump path, scouts
- add a bit more health and ammo
-add some crates or something for cover
- the transition between walkway and earth needs to be better blended at mid
- you could put some toxic barrels in the water traps, make it look like the water has been poisoned by the other team.

and can you replace the "stand" with a cart?
and...you know...make the pit the intel sit's over look more interesting...like add some barrels in it...or a fan.
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: ctf_biomass_b2

Postby [JFG]Propaganda on Sat Apr 10, 2010 4:17 am

Decent looking work Swaty. Some custom props would go a long way on this theme.
Image
[JFG]Propaganda
Been Here A While
Been Here A While
 
Joined: Mon Apr 17, 2006 10:25 pm
Next

Return to Under Construction

Who is online

Users browsing this forum: No registered users

cron