Even though the SDK update isn't out yet...
I'm working on a map inspired by the old Q2CTF map called Outlands (q2ctf4 for those who played).
So far the red base is almost done being fleshed out. This area will be blocked off to the enemy team:
Spawning area, the resupply lockers are on the right wall not pictured here. (cubemaps not built so floor is reflecting wrong)
Hallway to the first cap point (the stairs in the first set of pics lead to an upstairs exit which accesses the first point and the outside level area).
For those who've not played the map, it's essentially 2 bases set inside a mountainside with 2 interweaving paths (one water, one land).
more screenshots to come!
Replies
Cant wait to check it out.
looking good.
@Cody: Yep, it's hammer, and the link below should have all the info you need to make a map of your own. (including custom model insertion)
Check out the Valve Wiki here: http://developer.valvesoftware.com/wiki/Main_Page
Plenty of info on mapping for tf2 already on there.
R textres made by u as well? they look really great!
Here r some points I want to mention:
- I think that shadows look strange. They r just elipses. There r also some shadows on the floor in the red computer hall that cannot be casted cause there no objects that cast them.
- I think that the lamp bulb in the room with logo on the wall should be 100% bright, instead it has shading on it. It also looks not very beleivable because the spot on the celling is extremely bright but the lightning in the room is almost uniform. There could be some brighter spot on the floor under the lamp, some more shaded corners.
- The huge round logo is cut by the floor and the celling. Even if someone would draw that intentionally, he would not do that so perfectly prcise. And of course no one would allow letters on the logo being cut.
I'll be sure to release it here when it's done, and anyone is welcome to host it on any server.
The textures are taken from the tf2 library. My goal here is to combine the great pallete that Valve has provided, with a classic q2ctf map's design pinciples. I've improved the lighting quite a bit since those screenshots, but I'm still learning about the most effective methods in hammer.
Thanks again for the comments!
I hope to have some external shots soon!
u gota earn a shitload of gold for that, then u can fly to the other persons base
lookn hot dom! u always were good at map layout ect ect. keep it goin homie.
I'm looking forward to this. Outlands was good fun!
here's some screenshots of the latest iteration:
more to come as time permits!
TF2 is a pretty fast game and getting "stuck" on some level geometry just isn't much fun.
Btw, have you gotten the spotlight sprites to work at all? I always get a damn error when trying to use them, and they don't show up at all. I think it's sprite01, sprite02 and sprite03, they're all cone-glows. Grr.
**EDIT**
Ahhh, I found it!
Took me about 4hrs of searching from last night to today. Damnit, they should make it easier! You have to manually append the .spr extension onto the sprite model/material you choose, otherwise Hammer seems to ignore it. That's stilly.