[tf2] cp_shanghia (oriental theme gravel pit style)

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[tf2] cp_shanghia (oriental theme gravel pit style)

Postby Sgt Frag on Mon Feb 28, 2011 10:12 pm

Hey everyone. Still lurking but haven't posted much lately.

I started a new TF2 map a few months ago for the tf2maps.net cp contest. This is going to be a Gravel Pit style map and I'm doing it in an oriental theme.
Trying to avoid the pitfalls of ctf_orient on this one. Namely detailing too much too soon (that's already bit me a little bit on this one too, just hard to test a plain map for months and not add any details).
Another issue was that map was mostly comprised of displacements, and along with particles the FPS suffered. It was also just too large.

So this time around I payed a lot of attention to Gpit, sizes of areas, timing, and have been through a lot of testing and major changes so far. I'm also working on a large pack of models to use instancing for performance. Not a lot of details atm but fps is way up there.

Spawn times are a bit shorter than Gpit. walk times are also a hair shorter. I'd like it to play good with 16-24 players.

I was going to wait until Beta and some prettier shots to start showing it off, but I think I'm getting to the point of finalizing the terrain and would love some feedback from new players.
Not even sure the final name will be Shanghia, lol.. so currently it's name cp_original (my steam user name - but it sounds pretentious...)

Also taking suggestions on names. I didn't want a Chinese or Japanese name specifically. Considered 'FarEast', 'Fuji'...
I think Shanghia sounds better.

If anyone gets it up on a server for a test I'd love to join. Here's my steam info
http://steamcommunity.com/profiles/76561197995942034/

link Updated 3-13-11
http://dl.dropbox.com/u/15441325/cp_ori ... 24.bsp.bz2

Well, these are alpha shots, probably too detailed for the stage it's at, but I'm doing models in my spare time so I'm incorporating them as I go. Models, texture, etc.. all subject to change.
A
Image
B
Image
C
Image
Blu spawn
Image

Any and all feedback is welcome
Last edited by Sgt Frag on Sun Mar 13, 2011 7:34 pm, edited 2 times in total.
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Re: [tf2] cp_shanghia (oriental theme gravel pit style)

Postby MayheM on Tue Mar 01, 2011 12:01 am

I like the Panda!!! He looks happy sitting there with the bamboo. Also good job on the roofs so far. The last one looks the best!
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Re: [tf2] cp_shanghia (oriental theme gravel pit style)

Postby Armageddon on Tue Mar 01, 2011 12:50 am

happypandaface

The map is looking great. Keep it up, can't wait to play.
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Re: [tf2] cp_shanghia (oriental theme gravel pit style)

Postby Sgt Frag on Thu Mar 03, 2011 1:40 am

Thanks guys.

Did a bit more work today, updated the link.

Had a couple weird issues (player clip in wrong spot, spawn for red on C point - whoops). C was very rough in a22b too, was a quick test. It's cleaned up a lot and should be better all around.

Displaced all ground on B, optimized that area good.

Had to add funky water fall tex to stream in C area, forgot you couldn't have water on 2 levels in one vis area. So the stream will be a model, right now it looks lame.
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Re: [tf2] cp_shanghia (oriental theme gravel pit style)

Postby Mr. Happy on Sun Mar 06, 2011 8:27 pm

OH MY, I didn't realize this was yours sgt frag! We've played it a few times at TF2Maps and I must say I've been enjoying it. One thing is I think that the blue base exit/base areas might be a little complex as I find it confusing HOWEVER that may just be because (in the versions I played) it was 100% blue texture. You should avoid using only the a single texture on all parts of an area even in alpha because it makes it difficult for players to form a mental map, and forming a mental map of the area is extremely important to being able to play it well, which is like what the point of alpha testing is.

Also, you named the thread cp_shanghia, not sure if that was a mistake in the thread or also in the BSP name, but shanghai is spelled shanghai ;)

At any rate, I've been liking it so far though I do think C is too far from blue.
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Re: [tf2] cp_shanghia (oriental theme gravel pit style)

Postby Sgt Frag on Mon Mar 07, 2011 9:29 pm

Thanks Mr. Happy, glad you've been enjoying it. I typically go by Original in TF2, thus it's current alpha name (original)...

I haven't actually named it Shanghai yet, but if I do stick with that name once Beta rolls around I will get it right ;)

I agree with dev tex being ugly and hard to read. I really never liked it for building or in maps I was testing for that very reason.
But this time around I figured I'd give it a shot and try to get through most of the alpha stage before using regular textures. I think it did help me on this one too, instead of obsessing over little texture adjustments here and there I spent more time working the brushes.

I think I have one more test to do (one more version at least) then I should be on to beta, and regular textures everywhere.

the changes will be:
Red spawn adjusted windows, spread out doors, minimize camping as much as possible.
Either side of C will have a high ground for Blu. (A higher cave exit from B, and a higher building exit from A).

a23 saw simplified paths from blu to B. A path is just a two way split too. travel distance is actually a few seconds shorter than Gpit, plus spawn times are a bit shorter. Also, once A&B are capped the gate in front of the temple opens, cutting another 10 sec of Blu's travel time (IF they go towards A and take a right). So I think once people get familiar with it it won't seem too long.
Last test showed teams sticking together more and getting split up less. (several paths have been blocked since earlier versions)
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Re: [tf2] cp_shanghia (oriental theme gravel pit style)

Postby Mr. Happy on Tue Mar 08, 2011 8:26 am

Going with dev textures is definitely a good thing, but you can download multi colored dev texture packs (I think Nerdboy and Rexy each made one) that will give you different shades that you can use very quickly.
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Re: [tf2] cp_shanghia (oriental theme gravel pit style)

Postby Sgt Frag on Sun Mar 13, 2011 7:36 pm

hopefully the dev will be gone soon. Hoping to call this last alpha. Will try to test this layout for several weeks as I start detailing areas that are solid.

a few bug fixes, improvements from last test.

http://dl.dropbox.com/u/15441325/cp_original_a24.bsp
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