[QUOTE=Druidlyclean;49577621][t]http://i.imgur.com/VwM6J6O.jpg[/t][t]http://i.imgur.com/zW9IVgZ.jpg[/t][t]http://i.imgur.com/GWGS3c6.jpg[/t]
All these images have something in common: Emptiness.
I want to make these rooms more detailed, and less bland to walk through, or to stand in. With the Science lab its just that one side of the room I feel needs more detail; with the Research room, I just need an idea towards how I could make this room look more like a Research room; and for the very last room, I have no idea on what to put inside it, right now its just a lounge area with no real purpose towards the Office itself.[/QUOTE]
The research room could have some sort of traps or testing instruments like a flamethrower being automatically deployed and fire at a diamond from rd_moonbase being held on a pedestal, then the pedestal could move down the conveyor belt and lasers are deployed and fired at the diamond causing the laser to scatter and hurt anyone who comes in contact with it. (maybe the diamond would be something the agent is trying to steal?)
Probably a stupid idea from me but you get the point.
As for the last room, it could Rec room you could add a Tv or radio, maybe a couches with a coffee table, or a counter with a coffee maker, some sandwiches, and maybe a fridge.
But hey, it is your map after all.
[QUOTE=Hogie bear;49579020]Eyes are a bit dark imo.[/QUOTE]
The very angular shadow on the left shoulder is fine, though.
I was thinking about the RPG, and while I love its look and feel, I hate how inferior it is to Stock.
Since the RPG is designed to be a rocket launcher that fires a better rocket, why not say, increase the rocket push force, or make the RPG have a faster weapon switch speed so one could finish the enemy off with a nice pop with the shotty?
I really don't think losing 3 rockets is worth a single (potentially) 113 damage rocket per clip without some other type of compensation.
That's just my personal experience with it though.
I honestly don't really like the RPG. It doesn't feel good, and the model is just an extension of the stock.
If I could make a suggestion, could we replace the RPG with the Direct Hit? I don't want us to port over too much stuff from live TF2, but the Direct Hit was one of the good things, one of the most balanced sidegrades in the game. The model fits with the art style, and it's been done with the Flaregun so I figured it was worth a shot.
About the RPG model I remember someone was creating a whole new model for it, based on the RPG-7.
It looked really amazing, but its probably left to gather dust into some guy hard drive.
[QUOTE=Giveaway412;49583560]I honestly don't really like the RPG. It doesn't feel good, and the model is just an extension of the stock.
If I could make a suggestion, could we replace the RPG with the Direct Hit? I don't want us to port over too much stuff from live TF2, but the Direct Hit was one of the good things, one of the most balanced sidegrades in the game. The model fits with the art style, and it's been done with the Flaregun so I figured it was worth a shot.[/QUOTE]
Please don't remove the RPG. I don't really care for the way the devs seem to have been cutting out weapons that seemed really interesting. First the Lead Pipe, then the Medic shotgun, then the Scout SMG... Granted, all of those were flawed in their current state, but it seemed like they could have easily made them work with some stat changes. (With the exception of the Lead Pipe, it just looked... off)
Now, I do agree that the RPG feels kind of weird right now, but I like the idea of a single-shot, high-damage rocket launcher. I think it would be better to try and make it work before just removing it entirely. Besides, no reason why the RPG and the Direct Hit can't exist next to each other.
[QUOTE=Hogie bear;49579020]Eyes are a bit dark imo.[/QUOTE]
Honestly it's a wonder that's the only real issue with the eyes.
The method I figured out for making images look more painterly fucks up faces really bad. I had to do a ton of editing and adjusting on the face to make it not look like a warped terrifying mess
[img]http://puu.sh/mFmap/469876c284.jpg[/img]
[I]"Kill me"[/I]
I mean I [b]COULD[/b] use the oil paint filter but that's the baby's way out. I'm a man and will do it all tedious step by tedious step
[QUOTE=Barbarossa;49583804]Please don't remove the RPG. I don't really care for the way the devs seem to have been cutting out weapons that seemed really interesting. First the Lead Pipe, then the Medic shotgun, then the Scout SMG... Granted, all of those were flawed in their current state, but it seemed like they could have easily made them work with some stat changes. (With the exception of the Lead Pipe, it just looked... off)
Now, I do agree that the RPG feels kind of weird right now, but I like the idea of a single-shot, high-damage rocket launcher. I think it would be better to try and make it work before just removing it entirely. Besides, no reason why the RPG and the Direct Hit can't exist next to each other.[/QUOTE]
I think a single-shot, high damage rocket launcher would work better as some kind of Nuke Launcher. In the meantime, the RPG is just trying to do something that the Direct Hit can do better; I'd much rather use the Direct Hit than the RPG.
Just to get off the topic of weapons:
What's happened recently for TF2c, there's barely been any info for the past two days, and Id like to see some progress on anything.
The last I've seen of the Scientist was on the blog post, and the last time I saw the Janitor was like in August as just a white base model, which I don't think was made by the team if I recall correctly.
I really want the RPG to stay, why not make it do 90 damage(default rl damage), do 25% more damage to buildings, have more knock back, and allow for longer rocket jump distance, that sounds balanced to me.
Hmm.. @DruidlyClean, Is map-in-works of yours for VIP and Espionage, or single gamemode only?
[QUOTE=cha0s;49584858]I really want the RPG to stay, why not make it do 90 damage(default rl damage), do 25% more damage to buildings, have more knock back, and allow for longer rocket jump distance, that sounds balanced to me.[/QUOTE]
Or up the fire rate so that's a little bit like the Beggar's Bazooka, where it's firing slower on average for the first three or four shots, but the fire rate is faster on average when firing continuously.
Though, the damage buff should be removed for that, unless you had it so that continuous fire is about as fast as the vanilla rocket launcher instead of faster, I guess.
edit: would make it fill a similar role to the Beggar's where it's worse for fighting individuals enemies but better for crowd control
preferably should be a little less obnoxious than the Beggar's though
[QUOTE=Creeps;49585126]Hmm.. @DruidlyClean, Is map-in-works of yours for VIP and Espionage, or single gamemode only?[/QUOTE]
Right now its only meant for Espionage. I did make a DM version waaaay back when it didn't have the offices, but I probably wont make a DM version now since the map isn't meant for fast paced shooting.
[QUOTE=Creeps;49585222]Okie! Was curious, since it has "CEO (Civillian) room"! :joy:[/QUOTE]
That room is only for the worker to deliver Memos, or if you really want to walk down a long narrow hallway just to get a large medkit and ammo, and having the risk of dying.
[QUOTE=Druidlyclean;49585191]Right now its only meant for Espionage. I did make a DM version waaaay back when it didn't have the offices, but I probably wont make a DM version now since the map isn't meant for fast paced shooting.[/QUOTE]
Okie! Was curious, since it has "CEO (Civillian) room"! :joy:
[QUOTE=Druidlyclean;49585191]That room is only for the worker to deliver Memos, or if you really want to walk down a long narrow hallway just to get a large medkit and ammo, and having the risk of dying.[/QUOTE]
:neat:
Well Guys, Hello I want to share with you guys this
[url]http://tf2classic.com/forums/discussion/337/driveable-vehicles-and-vehicle-test-vmf-available#latest[/url]
[t]http://images.akamai.steamusercontent.com/ugc/361779485331626259/7A4607A9C4289872614BC45928ACDBE1465BA155/[/t]
The TF2 Driveable vehicle props and my map and VMF file, the map consist in a garage that can spawn the sniper van. you to use the cars you have to place "tf_allow_player_use 1"(this is something that the server host can do) and you can ride the car. But well just remember that adding vehicles to maps could change drastically the gameplay, so use it with caution.
[QUOTE=Druidlyclean;49573549]Well I have sorta already been going off Turbine, and I'm not really the best or a master at map making, but I always try my best, plus I don't always have someone at the right hand to tell me if there's something that needs changing, or someone to help me with the map as I work on it.
As for the skybox part, I wanted it to be night time for the reason of lighting in the map. Sure it looks bland and dark, but I didn't want some ugly light shining through the windows and onto the walls, but hey if I need to I will show what would happen when I change the sky.
Also know that the outside areas that aren't accessible are affected and can make those parts of the map ugly.
Here are just some skybox examples I decided to use for office:
[t]http://i.imgur.com/k32PhOI.jpg[/t]
Granary, good start, but doesn't look too good to me
[t]http://i.imgur.com/2LLSkNk.jpg[/t]
Upward, Ugly as fuck and really is too bright and shines over too much and is a real eye sore.
[t]http://i.imgur.com/YLECQ6p.jpg[/t]
Well, looks good, lighting outside is pretty good, but coming out of the office rooms feels like your literally walking out of the building and outside, but only to realize that your inside an office building.
With all these examples, props are effected, whether it be inside or outside, a bright prop isn't a pretty prop, especially if it sticks out like a sore thumb.[/QUOTE]
I'd say use the Well lighting. If people feel like they're stepping outside, then you've helped elevate the boredom of the samey visuals.
And you can use Expert Compile to fix prop shadows and lighting.
[QUOTE=Moonrat;49586605]I'd say use the Well lighting. If people feel like they're stepping outside, then you've helped elevate the boredom of the samey visuals.
And you can use Expert Compile to fix prop shadows and lighting.[/QUOTE]
[t]http://i.imgur.com/MbZRdWs.jpg[/t]
First off, I have NEVER used Expert Compile in my life, I changed the configurations to HDR Full Compile -final, but really, nothing feels different, and everything still looks ugly to me. I honestly like it better when its at night because: Who the hell is going to murder an office building full of workers at day?
For those of you that are not part of the steam group theirs a community play test happening right now on the Vault F4 Servers.
Ok, so I changed around the X Y and Z of the sun, and here are the results:
[t]http://i.imgur.com/RIJn8rO.jpg[/t][t]http://i.imgur.com/v6iRUi7.jpg[/t][t]http://i.imgur.com/6ZPBGTB.jpg[/t]
Here's the rooms with the sun shining through, some look good, some look eugh,
[t]http://i.imgur.com/RnH2pTe.jpg[/t]
and woah baby are there places where I need to fix props. [sp]wonderful, and guess who doesn't know how to do that.[/sp]
Plus didn't some people literally JUST say it would feel better at night? Like I understand that it looks bland, but I'm not going to get to a point for this sun to be shining onto the walls like an angelic church.
I think the morning light feels moody, maybe if it was made to look even earlier in the morning?
I am torn though, because the night leaving some places dark and spooky seems apropriate
maybe have a bright moon shine some light in through the windows? i think that effect does so much for the rooms
[QUOTE=blaholtzen;49588059]I think the morning light feels moody, maybe if it was made to look even earlier in the morning?
I am torn though, because the night leaving some places dark and spooky seems apropriate
maybe have a bright moon shine some light in through the windows? i think that effect does so much for the rooms[/QUOTE]
i agree, maybe use what is in cp_hydro, just a tad bit brighter.
This will sounds weird but, there's a possibility to see vehicles related gamemodes in the future of this game?, just asking.
[QUOTE=Druidlyclean;49587864]Ok, so I changed around the X Y and Z of the sun, and here are the results:
[t]http://i.imgur.com/RIJn8rO.jpg[/t][t]http://i.imgur.com/v6iRUi7.jpg[/t][t]http://i.imgur.com/6ZPBGTB.jpg[/t]
Here's the rooms with the sun shining through, some look good, some look eugh,
[t]http://i.imgur.com/RnH2pTe.jpg[/t]
and woah baby are there places where I need to fix props. [sp]wonderful, and guess who doesn't know how to do that.[/sp]
Plus didn't some people literally JUST say it would feel better at night? Like I understand that it looks bland, but I'm not going to get to a point for this sun to be shining onto the walls like an angelic church.[/QUOTE]
Well, to be honest, I personally still prefer night, but looking at these images, I could imagine an early morning/late evening lighting to work too. In the end, it's up to you to decide which looks better.
Also, does that last screenshot mean there's an outside region to your map?
[QUOTE=Barbarossa;49589374]
Also, does that last screenshot mean there's an outside region to your map?[/QUOTE]
No, that is just supposed to be outside detail, so people think they are in an urban area, inside an office building.
Edit:
[t]http://i.imgur.com/Qev6n4Q.jpg[/t]
Really trying my best here to get the shadows bright enough, and looking good enough, but the shadows are way too blury to look nice at all, and really do not look good when shined against a wall like the one shown, especially when I can't really change the moon direction. [sp]dont mind the dev textures, wanted to hide everything but this room so I could compile it faster[/sp]
[B]EDIT:[/B]
Instead of complaining more on how the map should be lit, here's a strawpoll to make it easier:
[URL="http://strawpoll.me/6619463"]Click here for the Strawpoll[/URL]
[B]Remember:[/B] The light shining through the window will be blurry, and there will be no way for me to fix this[sp]as far as I know[/sp]. If this lighting is part of the final version, then its part of the final version.
The 'blurry' shadows are because of your light map scale. Default is 16 on all brushes. Lower the floor and wall lightmaps in that room to six or four and see what happens. Mind you this greatly increases RAD compile time if you have it on shit tons of surfaces.
Hey, enyone who was playing during todays noon-night on plr_ and dm_ servers! It was real fun playing with ya all on packed servers, while also encoutering some bugs (that didnt matter that much). :joy:
Have a good night!
Are we still getting this?[video]https://youtu.be/0tgw2PPhBsg[/video]
started a paintover, don't know what else to do on it
[t]http://i.imgur.com/HWmhwtc.jpg[/t]
original for comparison:
[t]http://i.imgur.com/37GpAvY.jpg[/t]
[QUOTE=Cufflux;49593496]started a paintover, don't know what else to do on it
[t]http://i.imgur.com/HWmhwtc.jpg[/t]
original for comparison:
[t]http://i.imgur.com/37GpAvY.jpg[/t][/QUOTE]
You could try making the eyes lighter in comparison to the SFM version so it doesn't look like pitch black on first look.
Whelp, I did as the poll said and made the map night, and have light shining through the windows:
[t]http://i.imgur.com/n8UI4NY.jpg[/t][t]http://i.imgur.com/FDTNTlK.jpg[/t][t]http://i.imgur.com/JntHWyJ.jpg[/t]
Sorry, you need to Log In to post a reply to this thread.