[QUOTE=Whomobile;50184332]A few people on tf2maps are working on some versions I think.
[editline]23rd April 2016[/editline]
As for my map, I DID make a pre-alpha version but It's too messy so I'll scrap it and start over with the important things first (the Boulder run, general logic stuff).
[IMG]http://images.akamai.steamusercontent.com/ugc/276219338493955073/AE4169E6DD2D1ACE8192B09DA3A106BD995F69C0/[/IMG][/QUOTE]
If I may ask (and I may be late on this question), what gamemode is this map going to be? Also, any concepts of the map?
[QUOTE=ProfHappycat7;50184742]one thing i'd like to point out is that you seem to have lots of corridors and closed-in rooms, try to open things up a bit and let in sunlight (playerclip is your friend)[/QUOTE]
Yep, too many corridors, that's why I'm rebuilding it. I'm adding more open areas inside the temple and general sunlight roofs to make it feel less claustrophobic.
[QUOTE=BonkNickeltoo;50185100]If I may ask (and I may be late on this question), what gamemode is this map going to be? Also, any concepts of the map?[/QUOTE]
Special Delivery, when the briefcase (or in this case, idol) is captured, the capture zone is locked and the player/s have to run from an incoming boulder.
[QUOTE=Whomobile;50185131]Yep, too many corridors, that's why I'm rebuilding it. I'm adding more open areas inside the temple and general sunlight roofs to make it feel less claustrophobic.
Special Delivery, when the briefcase (or in this case, idol) is captured, the room is locked and the player/s have to run from and incoming boulder.[/QUOTE]
Sound's interesting. SD maps are never found in updates, and this one sounds like fun!
With the boulder, will it work like the Carnival of Carnage where the last ones standing win? Or will there be an extra cap if you make it and you fight till the death?
Also, will there be more than one capture obstacle like the boulder? Maybe a curse room, or a lava room?
Well heres what I've been working on today, the Capture zone!
[video=youtube;ZiRbJmr-J0o]https://www.youtube.com/watch?v=ZiRbJmr-J0o[/video]
I've replaced the physics boulder with one that moves along a track so theirs no chance of physics randomness happening. The surrounding room is defiantly not final.
I'm not too sure about other traps yet, right now I'm trying to get the map logic right first so I don't have to worry about it later.
[editline]23rd April 2016[/editline]
also I'm ether calling this map sd_boulder or sd_bouldered.
I've compiled the flaphat, this is how it looks in model viewer:
[IMG]http://orig04.deviantart.net/423f/f/2016/113/d/b/dbbb94da51f8b9e111bb97fd2aeb8a4c-da00j8b.png[/IMG]
[editline]23rd April 2016[/editline]
I also added jiggle bones to the cloth.
[QUOTE=Whomobile;50185541]Well heres what I've been working on today, the Capture zone!
I've replaced the physics boulder with one that moves along a track so theirs no chance of physics randomness happening. The surrounding room is defiantly not final.
I'm not too sure about other traps yet, right now I'm trying to get the map logic right first so I don't have to worry about it later.
[editline]23rd April 2016[/editline]
also I'm ether calling this map sd_boulder or sd_bouldered.[/QUOTE] the players aren't actually going to be scared when running away because that going to be one slow chase
[QUOTE=UndreamedBus;50185674]the players aren't actually going to be scared when running away because that going to be one slow chase[/QUOTE]
You can adjust the running speed when you scare players in hammer! All the classes should be able to move at their normal speed despite being scared. The ball rolls a bit slower then the default class speed so everyone can outrun it except for the Demoman, Solider and Heavy.
[QUOTE=Whomobile;50185684]You can adjust the running speed when you scare players in hammer! All the classes should be able to move at their normal speed despite being scared. The ball rolls a bit slower then the default class speed so everyone can outrun it except for the Demoman, Solider and Heavy.[/QUOTE]
And even then, demos have stickyjumps/charging, soldiers have rocket jumping, and heavies have the GRU.
[QUOTE=Pixenal;50185605]I've compiled the flaphat, this is how it looks in model viewer:
[IMG]http://orig04.deviantart.net/423f/f/2016/113/d/b/dbbb94da51f8b9e111bb97fd2aeb8a4c-da00j8b.png[/IMG]
[editline]23rd April 2016[/editline]
I also added jiggle bones to the cloth.[/QUOTE]
How about a style for it that has some sort of glasses.
[QUOTE=Pixenal;50185605]
I also added jiggle bones to the cloth.
[/QUOTE]
I would like to see those jigglebones in action
[QUOTE=gigazelle;50185882]And even then, demos have stickyjumps/charging, soldiers have rocket jumping, and heavies have the GRU.[/QUOTE]
Not when they're scared, they don't.
[QUOTE=Pixenal;50185605]I've compiled the flaphat, this is how it looks in model viewer:
[IMG]http://orig04.deviantart.net/423f/f/2016/113/d/b/dbbb94da51f8b9e111bb97fd2aeb8a4c-da00j8b.png[/IMG]
[editline]23rd April 2016[/editline]
I also added jiggle bones to the cloth.[/QUOTE]
the colours and how thin it is make it not really feel like a tf2 hat to me
[QUOTE=Pixenal;50185605]I've compiled the flaphat, this is how it looks in model viewer:
[IMG]http://orig04.deviantart.net/423f/f/2016/113/d/b/dbbb94da51f8b9e111bb97fd2aeb8a4c-da00j8b.png[/IMG]
[editline]23rd April 2016[/editline]
I also added jiggle bones to the cloth.[/QUOTE]
Try looking at some of the colors in game, and you might be able to get an output from it
Example:
[IMG]http://iteach.org/ropweb/students/daniel/images/palette.jpeg[/IMG]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=398252715"]As people recently agreed that this would fit the Mayann theme, i have updated the thumbnails to Mayann! Please leave a like if you haven't already and thanks to those who supported it when first released.[/URL]
[IMG_thumb]http://puu.sh/osWfU.jpg[/IMG_thumb]
[IMG_thumb]http://puu.sh/osWfP/92695c6829.jpg[/IMG_thumb]
[QUOTE=NeoDement;50187157]the colours and how thin it is make it not really feel like a tf2 hat to me[/QUOTE]
I shall lower the saturation of the colors, and about it being thin, was that referring to the cap, the cloth of both?
[QUOTE=Pixenal;50189271]I shall lower the saturation of the colors, and about it being thin, was that referring to the cap, the cloth of both?[/QUOTE]
Besides the colors, the hat is looking really good!
I changed the colors:
[IMG]https://41.media.tumblr.com/9969e84c2b60f6c32a79dc14105cdeb5/tumblr_o647orprhy1u2t6smo1_540.png[/IMG]
Also, jigglebones:
[video]https://youtu.be/ew4PNvrXJCE[/video]
[QUOTE=Pixenal;50189984]I changed the colors:
[IMG]https://41.media.tumblr.com/9969e84c2b60f6c32a79dc14105cdeb5/tumblr_o647orprhy1u2t6smo1_540.png[/IMG]
Also, jigglebones:
[video]https://youtu.be/ew4PNvrXJCE[/video][/QUOTE]
Really the biggest problem I have with it is that it looks paper thin. I would thicken the brim of the hat and the cloth around it to give it more weight.
What's a jungle without mosquitos?
Still trying to get a more random flight going on
[video=youtube_share;IgqjMtCN5bc]http://youtu.be/IgqjMtCN5bc[/video]
[QUOTE=RetroMike;50190119]What's a jungle without mosquitos?
[video=youtube_share;IgqjMtCN5bc]http://youtu.be/IgqjMtCN5bc[/video][/QUOTE]
Not bad.
I feel like someone is going to comment on that effect "Next Massed Flies of TF2".
[QUOTE=BonkNickeltoo;50190165]Not bad.
I feel like someone is going to comment on that effect "Next Massed Flies of TF2".[/QUOTE] People will always make comparisons. Especially in the workshop comments section.
[QUOTE=InfectedPotato;50190104]Really the biggest problem I have with it is that it looks paper thin. I would thicken the brim of the hat and the cloth around it to give it more weight.[/QUOTE]
Better?
[IMG]http://i.imgur.com/GE8v5XP.png[/IMG]
[QUOTE=RetroMike;50190215]People will always make comparisons. Especially in the workshop comments section.[/QUOTE]
The patriot peak IS the team captain though, and I want EVERYONE to know!
[t]http://i.imgur.com/Yj90mgV.png[/t]
Finally got the damn low poly to bake well
im wondering how you guys can put the "winner" "funny" "informative" thing on the posts....
[t]http://images.akamai.steamusercontent.com/ugc/263834439530044252/6113D21C732EC72219B71673A6B69313BD8E03CE/[/t] [t]http://images.akamai.steamusercontent.com/ugc/263834439530051472/2E4815C4951375CF584CB829215D9BE42F8E828C/[/t] [t]http://images.akamai.steamusercontent.com/ugc/263834439530052042/0431771524E729A45B7B7E8B079C7498499A7A90/[/t]
And it's [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=671834359"]HERE![/URL]
Download links for mod version is in description on the workshop page.
If you want vote! It would mean a lot!
(also i did moved vine a little bit closer to the edge! So now it looks slightly better. Thanks everyone for the feedback!)
[QUOTE=IJCT;50191184]im wondering how you guys can put the "winner" "funny" "informative" thing on the posts....[/QUOTE]
You need 50 or more posts to rate, its to stop fake accounts spamming ratings.
Does Redneck Defender sound like a good name for the flaphat?
no
Hey everyone.
Just wanted to let you know that the prop pack for map creation is not forgotten, we've been working hard on it to bring it to you as soon as possible!
I'd also like to invite everyone to join the [url=http://steamcommunity.com/groups/mayannproject]MAYANN Project Steam Group[/url] to keep up with news related to the project, and even have a chance of playtesting the work-in-progress maps that YM's been working on for the project!
Thanks for all your continued interest and awesome contributions to the project, I hope to see many more to come.
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