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-   -   ff_egypt (https://forums.fortress-forever.com/showthread.php?t=4952)

o_lillbrorsan 05-22-2006 05:57 PM

ff_egypt
 
So, while going to and home from a competition yesterday i sat down and started drawing a layout for a CTF map wich i wanted to make for this mod.

I started out a little today using PhilipK (Blazeeer) egyptian textures in HL2DM and i am pretty pleased with the result.
Its not that much to show really but gives you a little idea of what im thinking about and i do have big plans for this map already.
So in a week or two i should have alot more to show including sniper deck, flagroom and outdoor area with plenty of sand and stuff :D

Still trying to get the right lighting i want, looks nowhere near at the moment.

Hope you like it! ;)

Screenshots:

Left is the resupply on the lower level, straigth are the jumppads, right the path to the flagroom:
http://toffe.kladdpapper.com/ff_egypt/ff_egypt0000.jpg

Inside the resupply upper level, drop down through the holes in the middle to reach the lower resupply, right is the door out to the hallway:
http://toffe.kladdpapper.com/ff_egypt/ff_egypt0001.jpg

Upper level where you get from stepping on the jumppads:
http://toffe.kladdpapper.com/ff_egypt/ff_egypt0003.jpg

Looking down to the lower level from upper, jumppads shown:
http://toffe.kladdpapper.com/ff_egypt/ff_egypt0004.jpg

Lower level look towards the jumppads:
http://toffe.kladdpapper.com/ff_egypt/ff_egypt0005.jpg

(Every shot looks bad due to the bad lighting... :p)

EDIT

I've made a quick layout in PS, i had to enlarge it for easier viewing thats why it looks so weird :p
Far left is the resupply, the jumppads and the corridors leading from it.
The flagroom has a lower and upper area wich is shown here, sniper deck is on upper but the bottom part also
has a stripped down sniper deck area with openings for going in or out fast.

*NOTE*
This is the first version of the layout and things WILL BE CHANGED while im working on the map in hammer.

http://toffe.kladdpapper.com/ff_egyp...ypt_layout.jpg

o_player 05-22-2006 06:11 PM

Nice clean texturing there, it reminds of tayconc2 :)

It looks very polished so far, get some decent lighting and you could have yourself a nice looking map. But still, we need more information on the layout.

o_lillbrorsan 05-22-2006 07:13 PM

Hehe thank you, i will try and get the layout finished by tomorrow, will go away from tomorrow until saturday and sunday so i can't really work on the map except for the layout.

Mulchman MM 05-22-2006 07:29 PM

Needs like 20 trap doors / hidden passageways.

o_lillbrorsan 05-22-2006 08:02 PM

Quote:

Originally Posted by Mulchman MM
Needs like 20 trap doors / hidden passageways.

Joking or?
I must say that it would be cool with such things cause of the theme but im not sure it fits this mod :p

"Needs more cowbell" :D

o_sidd42 05-22-2006 08:13 PM

I like those textures, creates a very nice ott egyptian theme. I would comment that it looks like a maze of narrow square passageways, but that's what the textures lend themselves too.
It will be interesting to see how you keep the theme in more open areas, and what layout you use to fit everything together.

Mulchman MM 05-22-2006 08:16 PM

Quote:

Originally Posted by lillbrorsan
Joking or?
I must say that it would be cool with such things cause of the theme but im not sure it fits this mod :p

"Needs more cowbell" :D

Not joking. Egypitian shit (in movies anyway) is always riddled w/ traps and secrets

o_lillbrorsan 05-22-2006 08:53 PM

Quote:

Originally Posted by Sidd42
I like those textures, creates a very nice ott egyptian theme. I would comment that it looks like a maze of narrow square passageways, but that's what the textures lend themselves too.
It will be interesting to see how you keep the theme in more open areas, and what layout you use to fit everything together.

This area above and below looks quite like a maze i agree but the part after this will be big and really feel large and spacey (or however you spell that), the middle area between the two bases will be using sand and displacement maps as a first.

I got alot of ideas in my head wich will make the map really fun to play so dont worry :D

Quote:

Originally Posted by Mulchman MM
Not joking. Egypitian shit (in movies anyway) is always riddled w/ traps and secrets

So you think i should make some kind of secret passageways and traps then? :D

Mulchman MM 05-22-2006 08:57 PM

Yes - at least to the secret passageways. Traps? Eh, they can be too gimmicky.

Circuitous 05-22-2006 09:15 PM

Quote:

Originally Posted by lillbrorsan
spacey (or however you spell that)

Spacious?

Anyways, looks interesting. The textures are really smooth, almost cartoony, so it gives it an interesting look. A bit dark and blocky, though, hopefully areas other than the respawn will be visible eventually and you'll vary things a bit.

o_nezumi 05-22-2006 10:42 PM

My first thought was that with these textures you really need steep paralax mapping. :)

This map needs huge monoliths too. And lots of columns.

o_bobmarleyfan 05-23-2006 01:24 AM

It would be pimp as hell if you made random trap doors in the floor. Would probably be hard as hell but it would be groundbreaking!

Wouldnt be great for clan matches but would be nice for pubs prolly.

Lost 05-23-2006 01:33 AM

Yeah, it does need more to add some atmosphere, heiroglyphics on the walls, a few broken sarcophagi strewn about. But I bet those would take quite a bit of modelling to make, so just add some cool pillars.

Mulchman MM 05-23-2006 01:41 AM

Some fryguy map had traps so it's not a new concept by any means, bobmarleyfan.

o_frenchtoast 05-23-2006 02:36 AM

Pillars would be cool, but could mess up the gameplay a bit.

Architecture looks a little too blocky, so here's my suggestion. Being that this is egypt, just have litle piles of sand everywhere, and piled up in corners, to break it up a bit. It would pretty effectively cover some of the blockyness.

Looks awesome so far. Keep up the good work.

o_geokill-----> 05-23-2006 03:00 AM

I think Pillars on corners may look good
BTW good looking map ;)

o_frenchtoast 05-23-2006 03:37 AM

Indeed, pillars in strategically placed locations would really add to it.

Ah well, only playtesting will truly find the correct placement.

o_lillbrorsan 05-23-2006 09:25 AM

Thanks for all the comments and suggestions people! :D

I've made good progress so far today, started to add the connection between the resupp + corridors to the big flagroom, i will hopefully have something to show later today and if not maybe this weekend or in worst case next week :p

Added a layout in first post.

I will go to my dads place today and will be there working my ass off until saturday or sunday so i have no ability to work on the map except for the layout.

o_carnifex 05-23-2006 10:07 AM

Looks very nice. Reminds me of a map called rage.
As others said, its a bit flat and empty now, needs some filling :).
Looking forward to play this map already !

o_bokko 05-23-2006 10:11 AM

I'd say trapdoors and secret passageways would be preety crap for your standard CTF map. What if you drop the flag in one of the traps or in the long passageway opened up by shooting the sphinx's eye 4 rooms away. In a CTF map it would just disrupt the flow of the gameplay, they are probably good elements for a civi exploring map. That's not to say you could make a CTF map with an egyptian theme though.


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