KOTH_Pain

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KOTH_Pain

Postby ThePain on Thu May 10, 2012 7:26 pm

Still working on it
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Change log

5/15/2012
Extensive brush and detail work
Added a few displacements for added "color"
More lights!
Adjusted many existing lights to get rid of most dark spots and keep mood switches between corridors and outside cap points.
Fixed all the errors on the map (Koth gameplay now actually works, removed all remaining Arena references)
Added resupply cabinets to both spawns
Added more spectator cameras, made a few team specific for privacy
Fixed oddly cubemaped mirrors
made spawns wider to allow for comfortably spawning 16 people per team.
Completed doors, spawn blockers, triggers, all spawn room related triggers and such for Red, blu to come soon once brush work in blu spawn is complete.
Made red hallways not look like dried bloody snot.
Fixed a few textures around blu spawn to keep with the "blue" theme. Same with around red spawn.

Old
New run-through


New screenshots
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Change log for 5/14/2012
After gameday playtesting and feedback...
Made the map King of the Hill instead of Arena
Added new exit to both spawns
Moved camp down to lower point
Got rid of death pits
Made the point and parts of the level outdoors
Lots of new lighting
Lots of texture changes
widened most hallways and ramps
Lots of misc. changes



Old run through


New Download!
http://www.gamefront.com/files/21692711 ... ilo_a1.bsp

Change log
5/12/2012 Added a new hallway to increase flow.
included sniper balcony to allow covering the point.
Added boxes and pipes so that scouts can jump up to the sniper balconies and the capture point from the bottom floor.
Widened hallways and made them less "twisty and turny"
Made some of the hallways brighter while still trying to keep the contrast and mood lighting.
Moved around some spytech rooms to hopefully be less confusing and to compensate for addition of new hallways.
Shortened capture point unlocking from 30 seconds to 15. This map isn't supposed to last more than a minute or so.


Alpha 1 download link http://www.gamefront.com/files/21682494/siloalpha1.bsp

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Obviously a lot more brushwork and detail to do to make it not so boring and square, but I want to get the gameplay area down before I do a bunch of work I have to adjust or delete because something is game-breaking.

Speaking of which I need to test it. Any takers?
Last edited by ThePain on Tue May 15, 2012 6:05 pm, edited 3 times in total.
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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ThePain
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Re: TF2 Arena_Silo. Oh, and I'm not dead and am back now.

Postby ThePain on Sun May 13, 2012 2:33 am

!bupdated

Also you're allowed to critique it. I promise you no admin will swoop down and ban you for having an opinion on it.
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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Re: TF2 Arena_Silo. Oh, and I'm not dead and am back now.

Postby Chopium on Mon May 14, 2012 3:27 am


your cp reminds me of the silo in this scene, I think you should make it taller and more vast-looking, that would make it more iconic and memorable.

Image
I edited the image you provided a bit to show the idea. By raising the ceiling and brightening it, you create a greater sense of size, space, and importance for the room. Trim that runs around the room makes it easier for players to interpret the space as well as the heights of the doors and platforms. Windows are just cool. A darker area right before the cp room will make it seem brighter and more attractive by comparison.
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Re: KOTH_Pain

Postby ThePain on Mon May 14, 2012 8:59 pm

I kinda followed your idea
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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