• cp_drag
    55 replies, posted
[QUOTE=Tyker;30340051]I like brutality! Though I have some questions on what exactly it is you mean: Moss patches overdone: Are there too many? Too big? Less but larger? More but smaller? Geomertry is kinda blocky: In reference too the buildings on A and C? Or do you mean the cliffs? Or the ground? Texture transitions: Do you mean the edges at on the moss covered walls? Those are sadly lighting errors for which I have yet to find a fix. Or do you mean something else? I am not disregarding your feedback! I would just like to know what you mean as I do not understand it right now.[/QUOTE] Well the moss patches indoors are the most bothering to me, there are too many and they seem too randomly placed. The geometry being blocky is mostly an issue on the cliffs and the rubble, and those same areas are the ones with the textures I have an issue with.
I'm working on the next update, trying to work some things out such as grass: [IMG]http://dl.dropbox.com/u/1641307/Maps/drag/ss/b15a/cp_drag_b15a0003.jpg[/IMG] And unclipped roofs and cliffs for demomen and soldiers!
its looking good at the moment, once you get your next version or 2 out I will look at getting the map chucked on one of our communities servers :)
The destruction decals you've used in your map remind me of some horribly worn out decals that were included in a certain Valve title made over six years ago... Seriously, I wouldn't use Half life 2 textures in a Team Fortress 2 map if I were you. They always look [i]somewhat[/i] out of place.
[QUOTE=TheSmartass;30416288]The destruction decals you've used in your map remind me of some horribly worn out decals that were included in a certain Valve title made over six years ago... Seriously, I wouldn't use Half life 2 textures in a Team Fortress 2 map if I were you. They always look [i]somewhat[/i] out of place.[/QUOTE] To my knowledge I have not included any HL2 textures. Could you point any of them out for me?
It's just those decals in the first picture look like the stain decals from Half life 2.
Submit it to Valve. Just... DO IT.
[QUOTE=Dalek;30431430]Submit it to Valve. Just... DO IT.[/QUOTE]When will people understand that custom maps don't work like models, you don't submit them to Valve. Valve are the ones looking around the community looking for these maps and once they find one that looks "Valve quality" they play a few rounds to if it is worthy of being packed into the game.
I'm still working on it! I created a model for the destroyed wall at C: [IMG]http://i.imgur.com/6oivE.jpg[/IMG] I gave C a metal detail instead of wood: [IMG]http://i.imgur.com/96oMl.jpg[/IMG] [IMG]http://i.imgur.com/ep25Z.jpg[/IMG] And there are some bug and gameplay fixes. I am still ironing out some things though. Next version will be rc!
I've been mapping L4D2 maps, is this any different than that? Is it harder? Interesting map btw
[QUOTE=Tyker;30558995]I'm still working on it! -snip- Next version will be rc![/QUOTE] I still think you need to work on the swamp theming before you RC, i was thinking about posting in this thread about it properly if i have time today. I'd ask the swamppack guys what they think about the map. Gameplay wise it's really great fun, but somethings really dont sit well in the TF2 world imo, like how dark and bland blue spawn is. If i'm standing in a room for 60 seconds before the round starts i want to be able to look at interesting structure and theming not 4 dark walls, a couple floodlights and a fence.
[QUOTE=Greendead;30559196]is tf2 mapping any different from l4d2 mapping[/QUOTE] guess no really guess
[QUOTE=Greendead;30559196]I've been mapping L4D2 maps, is this any different than that? Is it harder? Interesting map btw[/QUOTE] It is really different gameplay and detail wise, but both use hammer to create maps. Harder? Depends. I had a lot of trouble with L4D(2) entities and getting the map to actually work. I have not had trouble with TF2 entities. [QUOTE=theharribokid;30559216]I still think you need to work on the swamp theming before you RC, i was thinking about posting in this thread about it properly if i have time today. I'd ask the swamppack guys what they think about the map. Gameplay wise it's really great fun, but somethings really dont sit well in the TF2 world imo, like how dark and bland blue spawn is. If i'm standing in a room for 60 seconds before the round starts i want to be able to look at interesting structure and theming not 4 dark walls, a couple floodlights and a fence.[/QUOTE] The TF2M swamp pack people have given me feedback from start to finish and I believe the general consensus was that I used the swamp pack well and they like they look of it. But, there are not many swamp themed maps. This means that there hasn't been a lot of experimenting and feedback from mapper to mapper about swamp detailing. Maybe a lot more can be done with the swamp pack in a few months or maybe a year. Look at maps from 2008/2009 for example, they used to look great but a lot of improvements have been made over time. So in short: As far as I know the TF2M swamp pack people like the detailing of the map, but you never know what might come next! As for the dark and bland blue spawn: I see your point. I am already looking into brighting up the spawn and adding more detail, but I also have to say that most gravelpit style maps only have bland walls to look at in spawn. This is because the idea for gravelpit style maps is that the BLU team spawns in a place outside of the regular map that the BLU mercenaries hide and later attack from to wipe out the RED presence in the map. There is no place for spytech or any big detail as that would attract too much attention. So, I am planning on adding detail there. The idea is a giant underground cave with lots of little caves inside it, like in the bug caves in HL2:EP2, but I already reached some map limits and compiling is becoming a challenge. It's a tug of war between good looking detail and the limits of source.
Are there any crocodiles?
[QUOTE=Raptor_S;30559842]Are there any crocodiles?[/QUOTE] Yes [IMG]http://i.imgur.com/yxx3u.jpg[/IMG] Or is that an alligator?
Looks like it's got a pointed snout and it looks pretty small, so I'd say that's an alligator.
[QUOTE=Tyker;30559907]Yes [IMG]http://i.imgur.com/yxx3u.jpg[/IMG] Or is that an alligator?[/QUOTE] You got my download.
[URL="http://files.gamebanana.com/maps/_6589-.zip"][IMG]http://i.imgur.com/PblcS.jpg[/IMG][/URL] The latest version of the map is cp_drag_rc1, [URL="http://files.gamebanana.com/maps/_6589-.zip"]download here.[/URL] [IMG]http://i.imgur.com/AVFxv.jpg[/IMG] [IMG]http://i.imgur.com/7Pon2.jpg[/IMG] [IMG]http://i.imgur.com/Sqcv6.jpg[/IMG] [IMG]http://i.imgur.com/BRACZ.jpg[/IMG] [IMG]http://i.imgur.com/JHdRP.jpg[/IMG] [IMG]http://i.imgur.com/XuSbE.jpg[/IMG] [IMG]http://i.imgur.com/7K71T.jpg[/IMG] [IMG]http://i.imgur.com/RjQ1S.jpg[/IMG] Thanks to everyone who gave me feedback, tested it and played it!
This map looks freaking awesome, does anyone have a sever handy that we can test this badboy on?
Looking awesome Tyker! Lovin' the broken wall models.
[QUOTE=Political Gamer;30702948]This map looks freaking awesome, does anyone have a sever handy that we can test this badboy on?[/QUOTE] Right now I know of no servers that have it in rotation, but if you ask on the 2f2f server while an admin is there he can probably turn it on!
I think you should submit this to valve. Make it their first "stock" Swamp map.
you dont submit maps. That not how it works
Holy shit, this is the best fucking map I have seen in a long long long time. Thank you!
[QUOTE=theharribokid;30728767]you dont submit maps. That not how it works[/QUOTE] Oh, I thought you could.
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