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Old 08-01-2005, 08:00 PM   #1
o_yohan1973
 
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WIP: Tightwad

Well, I thought to myself that maybe I should post some screens of one of the levels I’m working on. So here I am doing just that! This one is a re-working of one I did for TFC classic about 2 years ago. It’s called “Tightwad.” Unlike many other mappers here, I have a very different approach to creating levels. I only make levels for 2v2 to 4v4 max. Tiny levels!
Why?
Well, We play TFC during our lunch breaks at work. Most games are 10 min per level, we might play 5-6 levels, and at any given time there are usually no more than 6 ammatures playing at a time. The most complicated thing we do is rocket jump! So my levels are designed with that in mind. This level is still a work-in-progress as you can see from my use of DEV textures. I’m trying to figure out a decent way around my current issue of not finding ideal textures to use. I figure it’s best to think of it as a design challenge rather than a hindrance.


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Old 08-01-2005, 08:26 PM   #2
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im loving it, brilliant stuff. Keep it up mate your onto a winner.
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Old 08-01-2005, 08:42 PM   #3
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Those shots look cool - 1st, 4th, 5th, 6th (in left to right horizontal order). I actually like the dev textures. Maybe the base outsides could be futuristic solid team colors... cause you know in the future everything is solid color. :P

I really like several of your "camera" angles for the shots - makes it look nestled into the cliff/rocks.

On a random note, I still don't see how people can make a map and not texture it as each brush is made. Weird.
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Old 08-01-2005, 09:03 PM   #4
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Quote:
Originally Posted by Mulchman MM
On a random note, I still don't see how people can make a map and not texture it as each brush is made. Weird.

I understand bro, If I were working on a level that was for say...DOD I would work with the intended textures. I'm doing this way since I know I can get away with it since I'm going "futuristic" with the theme. I'm some what using my imagination to guide my brush work. I'm sure that as far as texturing goes I'll be ussing pretty solid textures. So far I'm guessing I'll be using 4 textures for the floor, 4-5 for the walls (not including rocks and cliffs) and maybe another 4 for the ceiling. Since I have no team colors to work with really I'm planning on using recessed panels in the walls with a reveal and a team colored light behind the panel. If my wall colors are primarily nuetral then the recessed team colored lights should provide decent illimination to indicate the team color. Just a guess so far. My back-up plan is to just find a cheesy swath of "team" color ot put into all the recessed to give a hint of team color. I'm planning on changing up the rock-work to better intergrate it into my overall theme...or at least to create a theme. The base is settled into a rocky outcrop and I'm thinking I want is to start looking more like some lost northern wilderness in the back woods of Canada. I'll figure something out...
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Old 08-01-2005, 10:05 PM   #5
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Looks promising... so it's CTF but for 4-8 players?
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Old 08-01-2005, 10:20 PM   #6
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Quote:
Originally Posted by Ohcanep
Looks promising... so it's CTF but for 4-8 players?
Yes sir. I know most of you guess frown upon tiny levels like these but that's all we play. I'm designing my levels to fill a void left by you guess who make these clan playable levels. Those larger levels don't play well with only 4 newbie players running around in them. lol My level will SUCK at clan play but it's just right for what we do durring our little lunch breaks.
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Old 08-01-2005, 11:01 PM   #7
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Bravo, Yohan - when I play, it's usually 4-6 people on a LAN with a horrible net connection (thus we can't have fun in online games). I'll be snatching up your map once you're finished, and I'll have a go at some smaller player-num maps once I've finished what I'm working on now.

Anyway, as for criticism: some of the rock textures look weird (for lack of a more precise term). At the bottom of the last shot, the part coming up out of the water against the orange structure looks like it has a texture that is way stretched. Beyond that, though, the map looks amazing :) I'll come by and harass you more once you get a texture theme going or post s'more shots.

Rock on.
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Old 08-01-2005, 11:03 PM   #8
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Nah, 2v2s and up are pretty popular too.
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Old 08-01-2005, 11:21 PM   #9
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I say, did VALVe add an insta-create-nifty-rocks feature in hammer since HL2? Just about every map I lay my eyes on has gorgeous rocks.
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Old 08-01-2005, 11:48 PM   #10
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i noticed that, id love to know how :(
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Old 08-02-2005, 12:35 AM   #11
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Looking good even with those textures :>
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Old 08-02-2005, 12:41 AM   #12
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I like the way the base looks intagrated into the rocks, nicely done
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Old 08-02-2005, 01:51 AM   #13
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Looking good~!

Quote:
Originally Posted by Travis Dane
I say, did VALVe add an insta-create-nifty-rocks feature in hammer since HL2? Just about every map I lay my eyes on has gorgeous rocks.
Combination of displacements ease of use and normal mapped textures make them look pretty darn cool.
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Old 08-02-2005, 02:35 AM   #14
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I like the look. Mixing realistic textures with fantasy colors makes for an interesting look. I believe the concept of small maps is good. Way back in the early days you would find maps that were ideal for small groups of participants. Keep up the good work.
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Old 08-02-2005, 06:51 AM   #15
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when i do a bit of mapping i usually take the texture first then build the brush to fit the texture !

and this map looks nice as nice!
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Old 08-02-2005, 10:27 AM   #16
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Quote:
Originally Posted by yohan1973
I know most of you guess frown upon tiny levels like these but that's all we play.
Nah, it's good to have some smaller maps too, especially when you only have few friends ready for some midnight foolery (or for a lunch break gaming). :P As Jiggles mentioned 4v4 and alike matches are being played these days 'cause... you know why.
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Old 08-02-2005, 12:12 PM   #17
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I like to play with big croup so this map isnt for me
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Old 08-02-2005, 04:08 PM   #18
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Quote:
Originally Posted by Imbrifer
Anyway, as for criticism: some of the rock textures look weird (for lack of a more precise term). At the bottom of the last shot, the part coming up out of the water against the orange structure looks like it has a texture that is way stretched. Beyond that, though, the map looks amazing I'll come by and harass you more once you get a texture theme going or post s'more shots.
Rock on.
Yeah, I'm going to rework my cliffs because I've thought the same thing...they look alittle weird. I couldn't put my finger on it either and I built the dang thing. I think maybe they are too bubbly looking. You know, like Dragonball Z terrain(the cartoon)! lol I'm reworking those rocks that jut out of the water too because you are right....the texture IS stretched badly. That is what's left of my first attempt at working with displacements. lol
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