08-01-2005, 08:00 PM | #1 |
Join Date: May 2005
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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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08-01-2005, 08:26 PM | #2 |
Join Date: Jun 2005
Location: Brum.
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im loving it, brilliant stuff. Keep it up mate your onto a winner.
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08-01-2005, 08:42 PM | #3 |
Retired FF Staff
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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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08-01-2005, 09:03 PM | #4 | |
Join Date: May 2005
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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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08-01-2005, 10:05 PM | #5 |
Join Date: Jan 2005
Location: Finland
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Looks promising... so it's CTF but for 4-8 players?
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08-01-2005, 10:20 PM | #6 | |
Join Date: May 2005
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08-01-2005, 11:01 PM | #7 |
Join Date: May 2005
Location: Changes every few months
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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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08-01-2005, 11:03 PM | #8 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Nah, 2v2s and up are pretty popular too.
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08-01-2005, 11:21 PM | #9 |
Join Date: Mar 2005
Location: Down here
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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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08-01-2005, 11:48 PM | #10 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
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i noticed that, id love to know how :(
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08-02-2005, 12:35 AM | #11 |
Join Date: Feb 2005
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Looking good even with those textures :>
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08-02-2005, 12:41 AM | #12 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
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I like the way the base looks intagrated into the rocks, nicely done
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08-02-2005, 01:51 AM | #13 | |
Join Date: Dec 2004
Location: Melbourne
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Looking good~!
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08-02-2005, 02:35 AM | #14 |
Join Date: Feb 2005
Location: Cell Block 17
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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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08-02-2005, 06:51 AM | #15 |
Join Date: Jun 2005
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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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08-02-2005, 10:27 AM | #16 | |
Join Date: Jan 2005
Location: Finland
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08-02-2005, 12:12 PM | #17 |
Join Date: Feb 2005
Location: Finland
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I like to play with big croup so this map isnt for me
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08-02-2005, 04:08 PM | #18 | |
Join Date: May 2005
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