Map in Progress
Map in Progress
I mentioned the other day on the server that I had started a map build some time ago and as per request here's some links to the progress so far.
Unfortunately due to commitments and all those life type things I've not managed to get as much done to my TeamFortress 2 map as I would have liked to.
Initially all i was looking to do was to create a simple map whilst getting familiar with the Hammer Map editor (which you can find under the Tools section) in Steam. It didn't have to look good or even make sense aslong as I could get to grips with the Editor.
But as time went on the basic shape (an arrowhead) has remained the rough outline and the map would be payload - so you essentially move in a V shape. Anyway I spent more and more time experimenting with HDR ie the high dynamic range of lighting you can create and how it can be reflected off of certain shapes (see metal staircase) to create different effects. I then messed about with shapes and finally onto ways to make the game balanced in view that the screenshots make the map "look" like a snipers fest, when in reality the angles are severely limited.
I had a couple of ideas (themes) of what I'd like to try, non to my knowledge have been covered as of yet by anyone else.
This map build though needs a lot more work and I know when I go back to it I'll be rusty with hammer too (I'm sure Jased could make a song out of that!).
So whilst the Textures are what you'd see in the Egypt map I've used a little artistic licence to make it more SciFi, perhaps Stargate-esq.
I know it's not great, it's a first try, certainly very much in progress and a way off completion. But hopefully a Payload Map will appear that's not confusing, spam is minimised and all classes will play a role, without any having a distinct advantage over the others.
http://www.box.net/shared/9pjzv31v6p" onclick="window.open(this.href);return false;
http://www.box.net/shared/fockec2s4n" onclick="window.open(this.href);return false;
http://www.box.net/shared/2xh1faoqoe" onclick="window.open(this.href);return false;
http://www.box.net/shared/qd5dg65cm8" onclick="window.open(this.href);return false;
http://www.box.net/shared/itzcp5pxvb" onclick="window.open(this.href);return false;
http://www.box.net/shared/czlqlan3yg" onclick="window.open(this.href);return false;
http://www.box.net/shared/77ufo69ci2" onclick="window.open(this.href);return false;
http://www.box.net/shared/o6rkacf9co" onclick="window.open(this.href);return false;
http://www.box.net/shared/eek01q0dz8" onclick="window.open(this.href);return false;
http://www.box.net/shared/i1khcvr3ye" onclick="window.open(this.href);return false;
HDR shape & reflection testing:-
http://www.box.net/shared/2jge27nvcl" onclick="window.open(this.href);return false;
(Does produce some very good results but at the expense of Long Compile times even when using "fast" compiler option/s in Hammer. Plus Extensive use of HDR whilst looking pretty on the finished/compiled map does have a detrimental effect on lower end PC's)
Unfortunately due to commitments and all those life type things I've not managed to get as much done to my TeamFortress 2 map as I would have liked to.
Initially all i was looking to do was to create a simple map whilst getting familiar with the Hammer Map editor (which you can find under the Tools section) in Steam. It didn't have to look good or even make sense aslong as I could get to grips with the Editor.
But as time went on the basic shape (an arrowhead) has remained the rough outline and the map would be payload - so you essentially move in a V shape. Anyway I spent more and more time experimenting with HDR ie the high dynamic range of lighting you can create and how it can be reflected off of certain shapes (see metal staircase) to create different effects. I then messed about with shapes and finally onto ways to make the game balanced in view that the screenshots make the map "look" like a snipers fest, when in reality the angles are severely limited.
I had a couple of ideas (themes) of what I'd like to try, non to my knowledge have been covered as of yet by anyone else.
This map build though needs a lot more work and I know when I go back to it I'll be rusty with hammer too (I'm sure Jased could make a song out of that!).
So whilst the Textures are what you'd see in the Egypt map I've used a little artistic licence to make it more SciFi, perhaps Stargate-esq.
I know it's not great, it's a first try, certainly very much in progress and a way off completion. But hopefully a Payload Map will appear that's not confusing, spam is minimised and all classes will play a role, without any having a distinct advantage over the others.
http://www.box.net/shared/9pjzv31v6p" onclick="window.open(this.href);return false;
http://www.box.net/shared/fockec2s4n" onclick="window.open(this.href);return false;
http://www.box.net/shared/2xh1faoqoe" onclick="window.open(this.href);return false;
http://www.box.net/shared/qd5dg65cm8" onclick="window.open(this.href);return false;
http://www.box.net/shared/itzcp5pxvb" onclick="window.open(this.href);return false;
http://www.box.net/shared/czlqlan3yg" onclick="window.open(this.href);return false;
http://www.box.net/shared/77ufo69ci2" onclick="window.open(this.href);return false;
http://www.box.net/shared/o6rkacf9co" onclick="window.open(this.href);return false;
http://www.box.net/shared/eek01q0dz8" onclick="window.open(this.href);return false;
http://www.box.net/shared/i1khcvr3ye" onclick="window.open(this.href);return false;
HDR shape & reflection testing:-
http://www.box.net/shared/2jge27nvcl" onclick="window.open(this.href);return false;
(Does produce some very good results but at the expense of Long Compile times even when using "fast" compiler option/s in Hammer. Plus Extensive use of HDR whilst looking pretty on the finished/compiled map does have a detrimental effect on lower end PC's)
Last edited by JJzer0 on Mon Aug 02, 2010 6:06 pm, edited 7 times in total.
- Sharp Dagger
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Re: Map in Progress
1. Link doesnt work (forum uses BBcode and not HTML (I'm a computer genius now DD))
2. Don't use HDR, it doubles the size of file, and is barely noticeable.
2. Don't use HDR, it doubles the size of file, and is barely noticeable.
- Sharp Dagger
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Re: Map in Progress
Looks great so far... Thought it has kinda an old UT2004 feeling to it, but now you mentioned SG i can see that too...
- Exterminatus
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Re: Map in Progress
My first impression was Serious Sam... guess it just fits the ancient-yet-futuristic theme. It looks very bland without any decor, though
- Toco
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Re: Map in Progress
that sniper tower will be abused im thinkin
- Coco
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Re: Map in Progress
OFCOURSE NOT! especially not by me...Toco wrote:that sniper tower will be abused im thinkin
Re: Map in Progress
Looks nice! Good clean style. But defo needs some cover/ props, very bland atm.
Check out the ABS Ultimate Mapping Resource Pack. In that pack you'll get a prop library, which includes all the egypt props. Much easier to find the prop you're looking for. Lots of greats tuts for hammer over on tf2maps.net too
Check out the ABS Ultimate Mapping Resource Pack. In that pack you'll get a prop library, which includes all the egypt props. Much easier to find the prop you're looking for. Lots of greats tuts for hammer over on tf2maps.net too
- Renax
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Re: Map in Progress
Too much open space is not good imo, Either poot something interesting there like a hill/cap/flag or take it away
- __fell
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Re: Map in Progress
i haven't made any maps since quake 2 i tried hammer but it just felt wrong, i got too used to qeradiant..
good luck with the map.. if you want volunteers to run around it that don't hesitate to ask..
good luck with the map.. if you want volunteers to run around it that don't hesitate to ask..