Forum
cp_grack [b13]
Created 22nd December 2010 @ 07:13
Add A Reply Pages: « Previous 1 ... 3 4 5 ... 7 Next »
b4:
-mainly just detailing, started using the construction theme a bit
-added gong sound after capturing a point
-fixed a bug with the windows on mid
-fixed a few visual bugs
New pics:
Overview:
http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_grack_b40003.jpg
Mid:
http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_grack_b40002.jpg
2nd:
http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_grack_b40001.jpg
Last:
http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_grack_b40000.jpg
DL:
http://dl.dropbox.com/u/2361111/cp_grack_b4a.bsp.bz2
Edit:
Updated DL to 4a, forgot to pack the models correctly.
Last edited by Vince,
Also, a crappy, rushed video showcasing the layout, demo and solly rollout. for everyone who is too lazy to download the map:
http://www.youtube.com/watch?v=tsQPMY86ySM
Looks like it could be really fun (spires always work, don’t they)! But I must say it looks more like a jump map than a real tf2 map. Do something about it, I beg you!
As you can probably tell I suck at detailing, and don’t really like doing it as well. I love the Quake artstyle, where there are just a few platforms floating in empty space.
I’m gradually (and very slowly) working on the detailing. I am in no hurry to get this to a RC version anytime soon, since it will be too late for S9 anyway, and S10 is sitll far away.
If you really want to make it look good – valve style that is – I’d say stop detailing right now, roll back to a very basic look with only dev texture, and start from there. Cause what you’ve got right now is like you say: quake, not tf2.
I don’t see how that would help with my inability in the art department. It’ll just be a lot of work and look similar again.
b5:
-changed dimensions of house a bit
-added a small ammo on house at 2nd
-fixed a few bugs
-mainly detailing of last and lobbies
the only real problem I see with the map is graphical now, not design, vince. Get someone to help you out in the other department. You have the gamesense-design very much nailed, well done.
Actualy I have some qualm with the house connecting 2nd and mid. Too much of a long same-ish corridor, too enclosed, a lot of consecutive chokes. But I can’t think of a way of making that better/more interesting/more fun, without breaking something else in the layout.
It was much shorter and better layout-wise in the first alpha, but making the whole map larger, the house suffered.
Quoted from Vince
As you can probably tell I suck at detailing, and don’t really like doing it as well. I love the Quake artstyle, where there are just a few platforms floating in empty space.
I’m gradually (and very slowly) working on the detailing. I am in no hurry to get this to a RC version anytime soon, since it will be too late for S9 anyway, and S10 is sitll far away.
Detailing a map is useless, I would play on maps with dev textures. No joke.
Last edited by Square,
Quoted from Vince
Actualy I have some qualm with the house connecting 2nd and mid. Too much of a long same-ish corridor, too enclosed, a lot of consecutive chokes. But I can’t think of a way of making that better/more interesting/more fun, without breaking something else in the layout.
It was much shorter and better layout-wise in the first alpha, but making the whole map larger, the house suffered.
I agree, sort of. Catching you on friends to pitch an idea.
Quoted from Square
[…]
Detailing a map is useless, I would play on maps with dev textures. No joke.
Is that why there’s heaps of players everywhere wanting to try out dev maps? It’s easy to say you like dev maps, but you won’t get any maps whatsoever if you dont even bother playtesting them.
b6:
-some changes to house in dimensions and geometry, making it less choky and more interesting
-made the stack of crates on 2nd climbable
-more detailing, more useage of construction theme
http://dl.dropbox.com/u/2361111/cp_grack_b6.bsp.bz2
Last edited by Vince,
Add A Reply Pages: « Previous 1 ... 3 4 5 ... 7 Next »