• From DUST to LUSH - W.I.P. cp_Lushbowl
    134 replies, posted
In order to get better at mapping and learn some things, I decided to start off by taking a pre-existing map made by Valve (Dustbowl) and applying textures, details, props, sound and weather while studying Valve's geometry and optimization work already in place. My first big project was to create a "theme" for Dustbowl; ripping it from the desert and plopping it down into the middle of a forest. This means bricks turned to cobble, metal turned to wood, gravel and dirt turned to grass and mud. So far this is the result. [media]http://www.youtube.com/watch?v=68jFqbhgAks[/media] [b][url=http://steamcommunity.com/id/thejoey01/screenshot/595811297784957515?filter=app_440]Screenshots of progress are HERE, updated constantly[/url][/b] Originally I was going to make it a medieval map, which explains some of the props/textures being used in older screenshots. However, I decided to make it into a forest-turned-theme park-turned-battlegrounds, (as part of TF Industries' failed public "Going Green" campaign). The whole place is in a state of disrepair due to the constant rain; roofs are leaking, electricity is out, buildings are falling apart. There are also hidden presents. Please tell me what you think so far. Several sets of eyes other than mine to critique would be very helpful!
Oh goodness! That's awesome! This will make Dustbowl enjoyable! Keep it up!
Looks very nice. Good job.
Though is replacing the Respawn rooms texture necessary? They're buildings, so I don't guess they should be from that stone. [editline]11th April 2011[/editline] My merge!
[QUOTE=maxumym;29108729]Oh goodness! That's awesome! This will make Dustbowl enjoyable! Keep it up![/QUOTE] Provided that this is only a facelift to the design and not a redesign of the map's layout, the stage won't be any more enjoyable as far as gameplay is concerned (unless your computer really dislikes weather effects). If a facelift does make it instantly enjoyable to you, you're either exaggerating your appreciation for the artistic liberty he is taking or you focus [i]way[/i] too much on art in comparison to structure. I find it aestheticially pleasing as well, but it won't change my opinion on how playing on the map feels unless he did redesign the structure as well as the art.
Looks pretty nice so far. Needs more work, though, and perhaps make an "alpine" version as well as a rainy day version.
i love it!
[QUOTE=Psychopath12;29108789]Provided that this is only a facelift to the design and not a redesign of the map's layout, the stage won't be any more enjoyable as far as gameplay is concerned (unless your computer really dislikes weather effects). If a facelift does make it instantly enjoyable to you, you're either exaggerating your appreciation for the artistic liberty he is taking or you focus [i]way[/i] too much on art in comparison to structure. I find it aestheticially pleasing as well, but it won't change my opinion on how playing on the map feels unless he did redesign the structure as well as the art.[/QUOTE] No, I mean I'm tired of constant desert. Forest will bring a fresh air into this map.
[QUOTE=maxumym;29108934]No, I mean I'm tired of constant desert. Forest will bring a fresh air into this map.[/QUOTE] I'll highlight something for you to read over again: [quote=Psychopath12]If a facelift does make it instantly enjoyable to you, you're either exaggerating your appreciation for the artistic liberty he is taking or you focus way too much on art in comparison to structure.[/quote]
It looks pretty medieval (except the last stage, and with the removal/replacement of some props it could fit the medieval theme, dustblow in the middle age, when it was a green forest, I would love to see valve maps reconverted into medieval maps.
Soo strange to see a map that you play every day in a other theme. :v: Good job !
[QUOTE=Psychopath12;29108789]Provided that this is only a facelift to the design and not a redesign of the map's layout, the stage won't be any more enjoyable as far as gameplay is concerned (unless your computer really dislikes weather effects). If a facelift does make it instantly enjoyable to you, you're either exaggerating your appreciation for the artistic liberty he is taking or you focus [I]way[/I] too much on art in comparison to structure. I find it aestheticially pleasing as well, but it won't change my opinion on how playing on the map feels unless he did redesign the structure as well as the art.[/QUOTE] You'd be surprised at how much aesthetics influences gameplay.
It certainly is leaky.
I like this leaky dustbowl actually.
Wow, this looks pretty nice. Keep it up.
OMG! that awesome! I love Dustbowl, and seen it in an other theme makes me love it even more. I like to play in a map that is Viaduct but without the snow, it's [url=http://www.gamebanana.com/maps/139799]"Viaduct Summer"[/url]. So, guess I like revamped map themes. BTW, have u hidden some 'gifts' around the map with some sort of intention or just an easter egg?
I want to play this. Icemaz needs to add this into FPUK1's map rotation once it's done.
[QUOTE=Hecates;29109974] BTW, have u hidden some 'gifts' around the map with some sort of intention or just an easter egg?[/QUOTE] Just an easter egg, kind of like Manor's ducks. Thanks for the kind words, everybody!
are you going to be changing the rocket, seems a little out of place
[QUOTE=Corporal Yippie;29110828]are you going to be changing the rocket, seems a little out of place[/QUOTE] The rocket is iconic and one half is in the gameplay while the other half is in the skybox so that you can see it from any part of the map. This poses two problems: I have to recreate a "goal" that is just as iconic and interesting looking as the rocket in a way that it doesn't lay on top of the control point and obstruct gameplay or magically float in the air; I also have to get it to line up properly in the skybox with the half of the object in the gameplay portion of the map which is extremely difficult to do (the bottom and top halves of the rocket were made for this, specifically). It also has to make sense. Filed that under "unnecessary" and "too difficult" when I attempted such a thing. This is also the point where I decided this map will not be medieval, along with the removal of all the rest of the accessible/non-easter egg technological objects that actually make the map interesting to look at.
Beautiful...
Holy shit, it looks like a whole different map. This is way better than those shitty 2fort reskins thats for sure.
It looks awesome! Can't wait to play it!
I'm in love with what I am seeing, can't wait to see more.
I love the water dripping in some places.
Are you going to add ambient noises like the cave in plr_nightfall?
[QUOTE=Psychopath12;29108789]Provided that this is only a facelift to the design and not a redesign of the map's layout, the stage won't be any more enjoyable as far as gameplay is concerned (unless your computer really dislikes weather effects). If a facelift does make it instantly enjoyable to you, you're either exaggerating your appreciation for the artistic liberty he is taking or you focus [i]way[/i] too much on art in comparison to structure. I find it aestheticially pleasing as well, but it won't change my opinion on how playing on the map feels unless he did redesign the structure as well as the art.[/QUOTE] What you are saying, reminds me of the desert version of 2fort. It changed the art, kept the same base structure, but changed the map alot too. Desert 2fort is a pretty fun map, as much as desert sucks, he made it fit the theme very well. I like this version of dustbowl, but what would make it cool, is if you changed it up a little, added a few new walk ways and such, and if possible, make the blue spawn and the small crevace in the middle flooded. Flooded as in, alot of water on the ground, normal walk speed, ect. After all, the water in the middle would collect and slowly fill up the floor with water. Good luck on this map, looking foward to it.
[QUOTE=CurZd;29112368]Are you going to add ambient noises like the cave in plr_nightfall?[/QUOTE] I dont have a decompiled version of nightfall (and there isnt one on tf2maps) so I don't know what ambient noise that is exactly... Could be a combination of sawmill's waterfall, or sawmill's inside ambiance, and one of three water drip sounds. Or an entirely new one. BUT there are ambient noises of dripping and rain all throughout the map. [quote=Suttles;29112694]I like this version of dustbowl, but what would make it cool, is if you changed it up a little, added a few new walk ways and such, and if possible, make the blue spawn and the small crevace in the middle flooded. Flooded as in, alot of water on the ground, normal walk speed, ect. After all, the water in the middle would collect and slowly fill up the floor with water.[/quote] You mean like ctf Sawmill's intel room. Thought about adding water to many low areas of the map, but water is a little dodgy for me and I have to study how to make it work in Source without it [i]literally eating the map[/i] and causing errors. Thanks for the suggestion! and I'm on the same page as you, so it may or may not be added in eventually.
Looks awesome, im looking forward to it.
[QUOTE=Sparkwire;29109587]You'd be surprised at how much aesthetics influences gameplay.[/QUOTE] Valve playtesters found that in dark/rainy maps, players unconsciously gravitated towards bright/dry areas.
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