View Full Version : Crossover2
Scoobingsthe2nd
11-11-2007, 10:55 AM
Hi, Figured I'd start posting here because my map is beginning to kind of take off.
Red Base:
Blueprint: 90%
Detailing: 10%
Displacement: 10%
Lighting: 10%
Blue Base:99%
Blueprint: 100%
Detailing: 98%
Displacement: 100%
Lighting: 98%
Crossover Channel: 100%
Blueprint: 100%
Detailing: 100%
Displacement: 100%
Lighting: 100%
ThatGuy
11-11-2007, 07:53 PM
oh sweet I was hoping for a remake of this, good luck.. please post screenies asap :)
Scoobingsthe2nd
11-21-2007, 12:35 AM
Crossover Canal:
http://i186.photobucket.com/albums/x122/Scoobings/hl22007-12-1423-55-29-28.jpg
http://i186.photobucket.com/albums/x122/Scoobings/hl22007-12-1423-55-16-95.jpg
ThatGuy
11-21-2007, 12:40 AM
*Jaw drops* Holy Crap, that looks way better than I expected.. that looks so nice, good job.
:thumbup:
Snipergen
11-21-2007, 03:49 AM
this actually looks good!
Snipergen
11-25-2007, 03:30 AM
looks great man! at least thats what i can make up from this shot
ThatGuy
11-25-2007, 02:27 PM
Kinda hard to judge off of that screeny, but looks good.
Buster Charlie
11-25-2007, 08:46 PM
The covered bridge looks kinda weird underground like that. Why not make the bridge area open sky?
Scoobingsthe2nd
11-27-2007, 12:04 AM
Yeah... I'm really against opening it up :P. I think I'll probably remove the bridge cover. The idea was to protect against falling rocks but no one is making that connection. Plus it kind of obstructs the view a lot, and so in that aspect it makes this version a lot harder to snipe in then classic. And I play sniper :P.
So, I'll probably remove the top
Scoobingsthe2nd
11-27-2007, 02:02 AM
New screenshot. More up to date of blue's courtyard.
http://i186.photobucket.com/albums/x122/Scoobings/hl22007-12-1423-55-04-84.jpg
http://i186.photobucket.com/albums/x122/Scoobings/hl22007-12-1423-54-52-76.jpg
Scoobingsthe2nd
11-27-2007, 02:52 AM
Vote on the roof thing:
http://forums.tf2maps.net/showthread.php?t=164
Scoobingsthe2nd
11-28-2007, 11:16 PM
thanks for your input. Roof deleted.
Armadillo of Doom
11-29-2007, 12:23 PM
Good move. I can't wait to see a beta of this map. It looks sexsay :)
Scoobingsthe2nd
12-02-2007, 05:21 PM
I'm gonna be busy the following week to two weeks because of finals, and I'm in a show so I have little time for lots of homework. Production on this map will be held for probably about a week and a half. I'll pick it up when I come back though :D
ThatGuy
12-02-2007, 06:40 PM
Aww, this map is more important then finals :P
the map looks great, keep it up. I can't wait to try it out :)
Scoobingsthe2nd
12-12-2007, 06:02 PM
I'm back on my map. Just thought I'd let you all know.
Screenshots to come of outside the blue's spawn door.
ThatGuy
12-12-2007, 10:14 PM
That was fast .. Sweet :D
Scoobingsthe2nd
12-15-2007, 01:04 AM
Ok, so first, I've just decided instead of bombarding you with constantly new screenshots I'm just going to go in and update ones as they change. So all the old screenshots in this thread are the new and improved versions of those sections.
That said, here's outside blues spawn. I only have a few tweaks I need to do so I figure it's presentable :D
http://i186.photobucket.com/albums/x122/Scoobings/hl22007-12-1423-54-44-12.jpg
http://i186.photobucket.com/albums/x122/Scoobings/hl22007-12-1423-54-33-60.jpg
I am concerned the room might be a little dark, so I may have to turn up the lights a little bit.
Intraman
12-15-2007, 02:11 AM
It looks light well for the area. I assume its not going to be a central fighting area, right?
Snockis
12-15-2007, 09:43 AM
donno if you gonna make a TFC Crossover2 ripoff, but will we be able to jump up to the roof area above the flag room?
IMO, you should change so engineers and other def thingies can stand up on the pillar area where the blue or red area meet the mid one. Similar to what it is in the TFC version.
http://img233.imageshack.us/img233/5067/hl22007121423545276ya0.th.jpg (http://img233.imageshack.us/my.php?image=hl22007121423545276ya0.jpg)
Scoobingsthe2nd
12-15-2007, 02:03 PM
It's not going to be a complete ripoff. I want it to stay truthful to the original but I'm going to be nixing a few spots that you could get to in the original. You will absolutely not be able to get on top of the flag room thing, I'm still toying with the possibility of people going onto the ledge above the door. As of now you can't.
Snockis
12-15-2007, 07:20 PM
Ah, ledge thats he word i was looking for:P
Are you absolutely sure that you don't want to let demo and soldiers to jump up to the roof level above the flag capturing point.
forgot that the flag room and flag capturing point were on different places:P
Scoobingsthe2nd
12-16-2007, 12:00 AM
yeah, I kind of think it lends too big of an advantage to soldiers. They have it easy enough as is.
The Drizzle
12-19-2007, 11:06 AM
Hey scoobings, this map is looking great. I think that you should close off the roof also. There would be no way to stop the sgs. Well it would be near impossible I think. Keep up the good work, and once this is done we will put it up on our server.
Krylzay
12-21-2007, 11:25 AM
Wow that really does look great. I can't wait to see it. When do you think you will be done?
Scoobingsthe2nd
12-21-2007, 12:27 PM
Well I'm kind of pushing for mid to end of january for the first beta, but I'm not sure if that's realistic anymore. Still tryin for it though :D
Scoobingsthe2nd
12-29-2007, 05:06 PM
First Beta Release is tentatively on the 20th of January. :)
Scoobingsthe2nd
12-31-2007, 09:15 PM
New Screenshot:
Blue's main HQ room
http://i186.photobucket.com/albums/x122/Scoobings/BlueHQ.jpg
Crimson
12-31-2007, 10:12 PM
Looks very good!
Scoobingsthe2nd
01-01-2008, 01:23 PM
Thanks!
Buddikaman
01-03-2008, 07:16 PM
I really like what you have done with this map, i loved the original. Only crit from last screenshot, raise the wall vents higher, id say in the middle of the blue stripe.
-Buddikaman-
Scoobingsthe2nd
01-03-2008, 10:41 PM
thanks, yeah I hadn't thought of that. that would probably look better.
Other side of blue HQ room:
http://i186.photobucket.com/albums/x122/Scoobings/hl22008-01-0317-00-29-70.jpg
Scoobingsthe2nd
01-16-2008, 12:44 AM
Hey guys, quick update. The january 20th release date for first beta is no longer realistic because I wasn't aware of how much work the classes I'm currently taking actually are going to be. I'm going to try my best to get it released very soon, and it shouldn't be that far off. It's just January 20th is no longer realistic.
The Drizzle
01-16-2008, 08:06 AM
Hey thanks for the update. . .let me know if you want us to test it on our server, we would be more than willing.
Kirko
01-16-2008, 11:38 AM
outside yard the little shack has a farm looking roof on blue side? thought blue was the industrial people and red was the farm people.
Voztron
01-17-2008, 04:59 PM
Wow this looks great, I am really excited about this map.
The vents in that final pic look too big, it looks at if they were meant to hold a heavy and not air... Raise them or put some sort of cavity that they run between, they dominate the room too much right now.
Scoobingsthe2nd
01-17-2008, 06:34 PM
Yeah, I thought that too.
I tried to move them up, but then I forgot that there was a spawn room right above it and... well lets just say it looks more ridiculous when there's half a vent sticking through the spawn room floor heheh.
I also considered removing them but then the ceiling looked too empty. Too my knowledge there isn't a smaller vent that has the pieces I need, and pipes look stupid in that room. They don't fit. So those vents were what I landed on. Though I may toy with removing them in beta 2 as I'm not a huge fan of them either, they're just the lesser of 2 evils.
Voztron
01-17-2008, 07:04 PM
Are they used by players or a detail?
How about removing them, cutting a window that looks up into the spawn area? Like this http://www.luxuryhousingtrends.com/glass-floor-mat.jpg It doesnt even how to look into the real spawn you could you add some sort of skybox of the spawn to give the illusion you are looking into it. (if thats possible?)
Scoobingsthe2nd
01-17-2008, 10:14 PM
Possible yes...
They're just detail, so they aren't functional at all. I think the glass would be kind of a detail that I wouldn't want to add. I don't want them to be able to see when people spawn, and the skybox thing would work only one way, and I don't want people to see into a spawn room that's always empty, if there are really people in there. It kind of goes outside the realm of belief I think.
Voztron
01-17-2008, 11:18 PM
They are some fairly valid points. This is the Blue HQ right? Why not have a montior array come down from the ceiling or a cable management system, something different from the vents :)
Scoobingsthe2nd
01-17-2008, 11:39 PM
I think a monitor array would be even more distracting :\ Not to mention a pain in the ass to make :P
Voztron
01-17-2008, 11:41 PM
Yeah I realised after I sent that there may be a few issues. Just trying to throw around a few ideas. Map looks great, i love it :)
Scoobingsthe2nd
01-18-2008, 11:24 AM
Yea, I appreciate the feedback!
Thanks!
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