A little map... (56k burns in hell)

Looking good (a damn sight better than some of the current rushed custom maps out atm).
 
Thanks for the comments guys. I should have the blue side finished shortly, then I can get on to the red side :)
 
Oh I almost forgot to mention. Not very noticeable, but all of the TF2 have been gloriously playerclipped so you never get snagged on, well anything. Probably quite laborious, but well worth the effort.

P.S. For a good example notice how in GravelPit you cannot get caught on any of the wall recesses even if you strafe right up against them because they have angled playerclip brushes that 'slide' you off.
 
Have no fear, lots of playerclipping in progress :)
 
More detail work:

ctf_omega_30001.jpg


ctf_omega_30002.jpg


It's quite annoying that I can't use static props because (presumably) something about the TF2 version of the engine requires different compile tools to make them work. It really affects the lighting because dynamic props (that I have to use instead) don't cast or receive proper shadows. There's also a much lower limit on the number of dynamic props you can have, although I suspect the tools update to arrive before that point.

Test version this week ok for everyone?
 
Looks great Pi. Would love to add this to the servers for testing and/or final release :D
 
Test version this week ok for everyone?
Sounds good.

Just re: that last picture, if the area behind the glass doors is inaccessible you may want to either tone down the light intensity or frost the glass slightly so the player knows it's not important. At the moment the eye is drawn straight to that part of that section of the level, which may not be where the focus should be.
 
Kind of. It's physically still there, but may not remain. Once I've finished the bases, I'll go back to the area between them and it may undergo drastic changes.
 
Nothing new to show you yet. I've updated the flag room a bit more, done some preliminary lighting/texturing work through the rest of the base. Now I'll go through and add the extra layers of detail to it. Then I'll take some screenshots :)
 
If you take the lighthouse out I might appropriate that idea for a map.
 
If I take it out, you can have the vmf with it in.
 
Pi Mu Rho, The map looks awsome I can't wait to play in it. BTW your lighting skills are top shelf man!!
 
I am up for testing this week also.

Crispy, the line blurs sometimes :)
 
Blue base Atrium - ignore the pink railings. I haven't cubemapped it yet. Still needs more detailing.

ctf_omega_40005.jpg


One of the blue spawn/resupply rooms:

ctf_omega_40008.jpg
 
Different coloured cross pillars would look better in that last pic, and maybe some floor height or texture variation to mark out the desk area on the floor, but it's quite hard to find any major criticisms with it so far.
 
Blue base is just about done (in terms of the internal layout):

[youtube]http://youtube.com/watch?v=9Z8ejPkve0Y[/youtube]
 
Is it the same sort of layout on the other side?
 
Same layout, different look.
 
Thought as much... Good luck with the Playtesting...
 
Bam! Update!


Blue base garage:
ctf_omega_9a0014.jpg


Blue Intel room:
ctf_omega_9a0013.jpg


Upper entrance to Intel room:
ctf_omega_9a0012.jpg


Rocket room off Blue base Atrium (eye candy only):
ctf_omega_9a0011.jpg


Blue base Atrium:
ctf_omega_9a0010.jpg


Blue base courtyard:
ctf_omega_9a0009.jpg


Blue base sewer entrance:
ctf_omega_9a0008.jpg


Central Shaft:
ctf_omega_9a0006.jpg


Blue tunnel complex rail system (eye candy only):
ctf_omega_9a0005.jpg


Blue tunnel complex control room (eye candy only):
ctf_omega_9a0004.jpg


Blue tunnel complex rocket view (eye candy only):
ctf_omega_9a0003.jpg


Blue tunnel complex (needs more detail):
ctf_omega_9a0002.jpg


Central shaft:
ctf_omega_9a0001.jpg


Central shaft:
ctf_omega_9a0000.jpg


The more observant amongst you may have noticed that the lighthouse has gone. This is For The Best, as now all routes between the bases converge in the Central Shaft area.
Also, the Blue base is nearly done, which means I can then do the Red base. Huzzah!
 
If you'd made the Shaft, it'd be an eight-sided hole carved into a plain block.
 
That looks brilliant, I can already see potential stickybomb points :E
 
That last shot reminds me so much of Thunderbirds! all it needs is an opening swimming pool ontop and a few dummy palm trees!

Looking awsome, keep up the good work m8.
 
This map looks seriously impressive. Far better than any other TF2 custom I've seen thus far at least. If you can get this distributed, it could become pretty popular.
 
I've got to finish it first :)
 
All I'm saying is that even in its current state I'd **** the shit out of it.
 
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