|
10-27-2007, 05:48 PM | #1 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
|
[WIP]ff_basicbowl Beta2 [Update May 13th]
I got a bit irritated with the lack of much of anything other than CTF and Conc maps (fair enough if you enjoy them I guess, I just don't so much), so I started a new AvD/Dustbowl style map...
Nothing new, different, or in any way startling as the name suggests. Quick and dirty is the best way to describe it I guess... Still needs a fair bit of work, but the layout is done and it all works. Detail and improved lighting to be done mostly, as well as the area gates looking like a bag of shit... So, screens so far: Starting spawn First cap area Cap 2 start area Second cap area Cap 3 start area Final cap area As well as a Beta (has a shitty loading screen :P, so extract to the base FF folder and it should all work fine.): ff_basicbowl_b1 EDIT: Can't be bothered to clean up the topic :P But, here's Beta 2 for those interested. See my latest post in the topic for more info: ff_basicbowl_b2 (No loading screen, just map, lua, txt and res)
__________________
Preferable to death. But only just...
Last edited by Pon; 05-13-2008 at 03:53 PM. |
|
10-27-2007, 06:29 PM | #2 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
A few things which strike me immediately:
You have very dark depressing lighting, change it to sunset or sunrise as they are far more interesting and you can actually see whats going on! Texture theme is quite generic, why not try something a bit different; Have most of the structural walls as cliffs and have metal 'additions' to the walls to make detail elements such as doorways and roof supports. It will make the map a lot more interesting if you do it right. Or you could have the detail you have already got blend into cliffs/rocks. Last edited by own3r; 10-27-2007 at 06:40 PM. |
|
10-28-2007, 12:43 AM | #3 | |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
|
Quote:
Seriously though, yeah it does look pretty generic, mostly due to the speed I was trying to make the map in (around 4 days or so), coupled with my inexeperience in mapping - was on a deadline for a gather, but then it never even got used 'cos the server admin wasn't there to add it . I'll think of something to make it look less bland though, just not sure what yet.
__________________
Preferable to death. But only just...
|
|
|
10-28-2007, 03:27 AM | #4 |
IRL Combat Medic
Join Date: Mar 2007
Location: Ethanol Land
Class/Position: D Medic Gametype: Conca Jumping Affiliations: ^iv Posts Rated Helpful 0 Times
|
I'm agreeing with own3r on this one (WTF APOCALYPSE). It's just too dark . Need moar lights.
__________________
I have a nasopharyngeal and webcam... First infraction! Flaming! |
|
10-28-2007, 05:54 AM | #5 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
|
Great lookin map, but needs to be daylight. It seems that is my main irk for FF maps. Leave dark maps for maps like Rock2 or CZ2..
|
|
10-28-2007, 04:54 PM | #6 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
|
yeah, moonlight is never so bright that you can see colors. It looks like you have a great big floodlight in the sky. Put some streetlights around. You can even use lighting to make the geometry look more interesting. A light that is absent, or a different color, makes a point of interest.
Try something random to make things seem less monotonous, like a window or a vent sticking out, or some damage. It will get you out of a familiar rut. |
|
10-28-2007, 10:24 PM | #7 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
|
Well, I've altered the environmental light (probably needs a bit more ambient tho), changed the sky to something a bit brighter too... Also had a go at adding in some detail.
Anyways, crappy little screenshot so you can get an idea of the general direction: here. Improvement? Start again? Stop offending everyone's senses? :P
__________________
Preferable to death. But only just...
|
|
05-13-2008, 03:59 PM | #8 |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
|
I see a lot of topics asking for more AvD maps have appeared of late, so here's the latest iteration of my AvD map (even though I haven't worked on it for a few months now)
ff_basicbowl_b2 I've already had a betatest of this map, and it is fully functional. I do know of a few problems already. Here's a list of what I know about: - Upper level probably too high - CP3 is probably too long - Some displacement issues, lighting, not joined etc. - Backpacks need tweaking - Could be signposted better, but hopefully it's signposted well enough to be playable Anything else though, feel free to report it. Descriptive screens always welcome too
__________________
Preferable to death. But only just...
|
|
05-13-2008, 04:06 PM | #9 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
|
sweet!
__________________
(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
|
05-14-2008, 04:03 AM | #10 |
Community Member
Server Owner
Beta Tester Forum Moderator Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
|
Nice
__________________
|
|
05-14-2008, 11:41 AM | #11 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
|
Looks good after exams ill be sure to check it out, at that point I can help you out in doing any changes u were after. I just hope your housekeeping with the map is good, and your not on something like grid 1!
Give me a pm if you are interested |
|
05-14-2008, 12:29 PM | #12 | |
Not choking. Yet.
Lua Team
Wiki Team Fortress Forever Staff Join Date: Jul 2007
Location: Scotland
Class/Position: Demo/Def - Spy/Off Gametype: Anything but yet more fucking CTF Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
|
Quote:
__________________
Preferable to death. But only just...
|
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|