TTT Mars Colony - A Mars themed Trouble in Terrorist Town map.
98 replies, posted
Even though it's all the same material, I like how you used that traincar texture for the exterior.
Map rebuilding / copying / connecting is almost done. Now I'm mostly reworking the exteriors and some messy areas. Also, I've improved the building's exterior architecture.
[I]Administration building's resting place[/I]
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_7.png[/IMG]
[I]Exterior - Administration building.[/I]
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_8.png[/IMG]
[I]Car garage, very unfinished.[/I]
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_9.png[/IMG]
That's how I think a colony should look, with most of the buildings having basic (ie, most modern) furnishings, while the admin has all the plush chairs.
wouldn't getting a more futuristic car model look better?
[QUOTE=Joazzz;40990473]wouldn't getting a more futuristic car model look better?[/QUOTE]
Yes, it should. I'll try getting some. :p
[QUOTE=TFlippy;40990808]Yes, it should. I'll try getting some. :p[/QUOTE]
Nuclear Dawn has some good models like that
Worked on a player-controlled laser turret. Located in the room next to the Traitor tester, and is able to break through walls.
Shoots very short lasting death rays that instantly kill players. However, it costs 1 credit to activate and has only 5 charges.
Is the traitor tester usable from the get-go, or are there parts you need to find/steps you need to take to make it work?
[editline]12th June 2013[/editline]
[QUOTE=TFlippy;41007468]Worked on a player-controlled laser turret. Shoots very short lasting death rays that instantly kill players. However, it costs 1 credit to activate and has only 5 charges.[/QUOTE]
How accurate is it?
You need battery cells for the tester to function. Each operation, such as a scan / heal eats one cell. There are about 6 randomly spawned around the map and 3 next to the tester.
Perfect accuracy. However, the Traitor using it can be easily killed from behind, as there's a backdoor to the laser testing area. He also needs to shoot through two doors in case they're closed. :p
+ Changed the amount of charges from 5 to 8.
New screenshots! The newly rebuilt lobby and a corridor with a window.
Also, I've been doing map optimization today and tweaking the laser cannon. Full compile of the map takes about 40 seconds. BSP is about 2-3 secs, VVIS only 4 secs and VRAD about 37 seconds.
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_10.png[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_11.png[/IMG]
textures are much more fitting now, the only one that seems out of place to me is the ceiling texture from cs_office. It doesn't seem futuristic to me, neither does that wooden crate in the hallway. I would expect things on a mars base to be transported inside of metal crates, not wooden ones.
Regardless, its looking better. Keep going and keep making it look more futuristic. Maybe you can add some floor lighting and also some overhanging cables like in the screenshot below to make it feel it a little more industrial and futuristic.
[img]http://www.worch.com/wp-content/uploads/2008/07/atlantis01.jpg[/img]
The crate model is still temporary, I'll decompile some of the HL2/CS:S models and retexture them. :p
Also, the building is supposed to house office workers, so there's no need to put heavy machinery and catwalks in here. The building is built in similar way as on Earth. It just has to be air-proof and have it's own air filter. This means that the tiles can be placed on a grid just to cover the piping.
However, the industrial areas and underground are more futuristic looking, as there has to be machinery, stuff to support the building and various gas storage tanks.
Okay, I understand better now. In some sense this will be cs_office in space if you will. Either way, personally I think the dropped ceiling could still benefit from being made up of something other than fiberboard tiles. It just doesn't seem to futuristic to me. The textures could still be tiles, just as some other material that you are more likely to imagine in being space. Like plastic, metal, or aluminum.
Correct me if I'm wrong, but how would people drive on mars? You say the atmosphere is not yet breathable. Just saying, is a car park fitting for this map?
[QUOTE=Meekal;41036177]Correct me if I'm wrong, but how would people drive on mars? You say the atmosphere is not yet breathable. Just saying, is a car park fitting for this map?[/QUOTE]
Well, the colony has grown into a small city over the 21 years, so there are underground and elevated tracks covered by glass, connecting the buildings and nearby colonies. There's a transit system, too.
When will this map be released
Probably sometime by end of June. :p
[QUOTE=TFlippy;41048712]Probably sometime by end of June. :p[/QUOTE]
Sweet
Looking good, I would try putting a small blocklight brush above the florescent lights so you don't have the light entity casting directly on to the ceiling
Good idea, I'll do that with some lights.
Also, new screenshot of the glass covered track. Some derp has parked his old car in here, too.
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_12.png[/IMG]
I'm working on the industrial areas and warehouse now. Also, what minigames would you like to see in the map? I want to make the gameplay more enjoyable for innocents by adding side-tasks for them.
I'm thinking of adding some sort of an arcade / physical exercise area (obstacle course!) and games such as a holographic shooting range and bowling. However, I find it really hard (and boring) to make a score counter. I'd be glad if someone would make that, connected to a screen.
[QUOTE=TFlippy;41092807]I'm working on the industrial areas and warehouse now. Also, what minigames would you like to see in the map? I want to make the gameplay more enjoyable for innocents by adding side-tasks for them.
I'm thinking of adding some sort of an arcade / physical exercise area (obstacle course!) and games such as a holographic shooting range and bowling. However, I find it really hard (and boring) to make a score counter. I'd be glad if someone would make that, connected to a screen.[/QUOTE]
BOWLING or maybe a prop-throwing distance game. Oh, and please include a low gravity room, everyone love maps that have that.
There is a low gravity (38% of Earth's) in the map by default - It's built on Mars. However, it can be disabled by turning off a gravity modifier for that building.
Also, new screenshot after the long time. Portion of a warehouse! Still unfinished, I'll do the minor detail tweaking later. (Cables, models, decals&overlays and such)
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_13.png[/IMG]
Been working on the warehouse and industrial areas of the facility today. Here's a screenshot!
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_14.png[/IMG]
I've decided to implement some random events for the map - Such as an incoming sandstorm which makes the windows automatically close, detonation at a nearby mine... and more.
This will make the gameplay a bit more unique each round. Also, some doors may start off locked / unlocked randomly after round start.
Another thing I've been working on was map optimization, tweaking some areas and deleting the warehouse. I'll make a new, better one. Former one was way too tiny. :/
Road is probably going to be replaced by a monorail, as cars didn't really make too much sense here. You could just take a ride with a Mars rover / monorail to another building.
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_15.png[/IMG]
The interior is mundane; nothing much to say about it, really. I like the outside, though — it's really cool how much a little fog can contribute to an ambiance.
[QUOTE=Mozartkugeln;41255785]The interior is mundane; nothing much to say about it, really. I like the outside, though — it's really cool how much a little fog can contribute to an ambiance.[/QUOTE]
Thanks, any idea how I could improve the interiors?
Also, keep in mind that the office is still WIP. It was 2am when I posted it, and I was too tired to add some details in here, such as computers. :)
I'll do that today.
During these three days, I've worked on a 3D skybox, dormitory, detailling and adding some new rooms.
The administration area's size has been reduced to about 6 rooms, and it's gotten a more industrial look.
[B]EDIT:[/B]
I've updated most of the screenshots in the original post.
[IMG]https://dl.dropboxusercontent.com/u/33369101/ttt_mars_colony/pv_16.png[/IMG]
The map is starting to look beautiful, I like the exposed piping that is visible from the grates. As for critique, I believe you should toss out those repetitious looking plants and spend a little more time on the lighting so the lighting doesn't look so uniform. At the moment it doesn't look like there are any actual light sources even though there are. Sprites for the lights would be helpful and more reliance on light_spots as opposed to regular light entities would be nice as well, along with some lights that are of a different color from what you have now to liven things up and add a contrast.
I look forward to seeing this released, there aren't enough nice-looking TTT maps out there.
Thanks!
Regarding the lighting, there are various sources of it. They're just not pictured in the screenshot. :p
Most of the lights have sprites, just not the wide ones, as it's very hard to make it look good with the circle-shaped sprite.
I dislike using light_spot in normal cases as it doesn't illuminate the ceiling, resulting in somewhat dark atmosphere.
I'm considering removing these plants as well, probably replacing them with supports / pillars / computers / random stuff.
Also, I'm going to change the story a bit, as it's cliché. What about Traitors being hired mercanaries by some other rival company, with a goal of performing a sabotage on the colony and making it look like an accident (aka, blowing the colony up)? Innocents (colonists) would have several side-objectives, such as reestabilishing a communication link with Earth, repairing some important machinery and more.
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