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MangyCarface
05-01-2008, 12:37 AM
I'm not really sure if I've got the authority to try to get this thing going, but I'd like to run it by everyone and this seems the most appropriate area.

TF2Maps.net Collaboration Project: Payload
http://img501.imageshack.us/img501/8827/collabzo8.jpg

Interested in taking a break from your current, intensive WIP to do a little bit of design work? Then this project is for you!

The basis of the project is such:
Participants download the very simple vmf, pictured above, from this link:
Collaboration Template (http://forums.tf2maps.net/showthread.php?t=2058)

They then create, within the boundaries of the given space, a 1 checkpoint payload map. However, the path of the payload must enter from one of the given entrances/doorways and exit through another.
Requirements: (can be debated/discussed)
1. Dev textures only.
2. You can put in a spawn room if you like. However if you do the cart must either come to a dead end or start off in your minimap.
3. Minimal prop usage. Only what is needed for gameplay.
4. Detail brushwork is suggested, but try not to develop a theme of your own (sorry : /)

Why the lack of polish, you ask?
Well, the aim of this collaboration is to piece several submissions together into a linear and functional Payload map. Depending on number of submissions this could result in one or more payload map possibility. Each submitted vmf will be considered (by the community) for addition to the payload map; those chosen will be put into the same vmf and the ends of the payload paths sealed. Once functional as a map, the mappers involved will take turns handling detail and texturing runs. This is most definitely a complicated step, but given good communication it could run smoothly. Since this would take place in the middle of the summer, more people would be free.

Submission deadline: June 15th


Please provide feedback about the feasibility of such a project. I think it could be a nice little diversion and produce a map with flavors from all of our contributors. So hop aboard, it's not a huge commitment and you might just have fun participating!

If you decide to participate, please include with your post a tiny drawing of where your cart comes in, where it goes out, or where it starts/stops and if you're going to have a spawn room. Thanks!

Vilepickle
05-01-2008, 12:40 AM
I'd help if Payload didn't give me major attack/defend vibes and basically nerf my favorite class like Dustbowl (scout) :\

Useless post by me, sorry :p

trainRiderJ
05-01-2008, 12:43 AM
I'd help if Payload didn't give me major attack/defend vibes and basically nerf my favorite class like Dustbowl (scout) :

Useless post by me, sorry :p

Maybe they'll release pl_well next :p

Youme
05-01-2008, 02:38 AM
Sorry, already working on my own pl_ map, I hope to get the first alpha running on colts playground tonight...

Good luck though

Narkissus
05-01-2008, 03:01 AM
I shall work on messing with the template and coming up with a design.

Randdalf
05-01-2008, 12:36 PM
I just thought of something, why not, although it may be a bit complex, have "junction" areas which upon the map spawning have the routes randomly assigned through them. This would allow the maximum possible number of user created maps in one map, and that virtually every round would be different. Sure it would require some serious entity logic (from decompiling Goldrush... I'm just overwhlemed by the complexity), but it would make the map much more of a community effort as it wouldn'tt have to be divided up. Just a thought ;)

MangyCarface
05-01-2008, 01:05 PM
Randdalf,

An idea I had at one point was junctions that instead of being random, are player decided. I.e. blue team stands in the leftmost of a forked tunnel and the bomb follows them down that road. Interesting idea.

Snipergen
05-01-2008, 01:13 PM
I really like this idea, I just don't think the map will look good afterwards. If everybody does a part, we will have different styles in the map and that's not a good thing.

HOWEVER. I think I might participate, in the terms of, give me a blocked version and I'll spice it up, that's what I love the most when I map.

Jeebies
05-01-2008, 01:49 PM
Put me down for this - I'll do a section.

R3dRuM
05-01-2008, 11:53 PM
Im in, you will see stuff from me tommorow :D

MangyCarface
05-02-2008, 12:28 AM
Additional note: Maps can be expanded vertically in either direction, as long as the cart comes in and goes out within the allotted entryways.

dirtyminuth
05-02-2008, 03:15 PM
After you determine the number of unique areas you'll be using, you may want to place limits (per area) on map features like brush count and the like. They can be soft limits, where one area can borrow from another.

ChronoTriggerFan
05-02-2008, 06:47 PM
I can help, maybe will help me understand payload better :P

Immortal-D
05-02-2008, 07:14 PM
Edit 1: Should we email the submission to you, or just add it to the 'tutorial resources' section?

I'm totally down for this. Though I wonder if perhaps it would be better off in the mapping section.

MangyCarface
05-03-2008, 07:35 PM
Hrm, I'm not sure how to handle submissions. I'd say add it to the "maps" section for now and link to it on this thread. I may start a separate WIP thread once the submissions begin to roll in/have achieved a consistent level of detail or whatever. This thread would be for suggestions for the entire map while discussion would continue here.

DJive
05-03-2008, 07:42 PM
well easy enough "so far" it seems like all those who are having a hand in this are steam chat regulars =)

R3dRuM
05-03-2008, 09:41 PM
My track design, buildings are still very wip

http://www.dumpedimage.com/uploads/63/untitled.PNG

AWESOME-O
05-04-2008, 10:10 AM
can i still apply?

MangyCarface
05-05-2008, 12:41 AM
Anyone can still join. Basic texturing is now permissible to convey what you're picturing.
Trying to get an alpha for this weekend going, or maybe next weekend (I'm going home this weekend for the summer)

Sacrifist
05-06-2008, 03:10 PM
How about doing something off the wall, like not having it set in a desert. Wouldnt that be something? If you are going to have all these mappers working on one map, you should combine your skills and make an actual city that is urban, not rural. Or, you could just make it look like the rest of the pl maps and build some caves and have some barns and then it would be "just another pl map" that only 5 servers will have in rotation. I would hate to see alot of you waste your talents on a map that only 5 servers will put in rotation.

Pseudo
05-06-2008, 03:28 PM
How about doing something off the wall [...]

How about doing something on the wall?
http://www.pseudochron.com/img/tf/collab_pseudo0005.jpg

I'm pretty sure that this is not going to be "just another pl map".

Also check out TheBladeRoden's section (http://forums.tf2maps.net/blog.php?b=63), he's doing some pretty crazy stuff too.

Sacrifist
05-06-2008, 03:30 PM
Thats interesting. How you planning to keep players tied to the walls so they can keep the cart moving? Using Grav?

Pseudo
05-06-2008, 03:35 PM
How you planning to keep players tied to the walls so they can keep the cart moving? Players will be able to reach the cart from the floor and various platforms.

Youme
05-06-2008, 04:24 PM
dear lord! its escher gone mad!





looks pretty funky though

tedrock
05-06-2008, 05:55 PM
could also jump onto the side of the cart and ride it on the wall

VelvetFistIronGlove
05-06-2008, 07:34 PM
And here I was making a pretty ordinary stage, except for the part where the bomb gets carried up a slow elevator.

Collaboration payload stage Track layout
http://farm4.static.flickr.com/3223/2471590485_644cf455d2.jpg (http://www.flickr.com/photos/velvetfistironglove/2471590485/)

MangyCarface
05-06-2008, 08:01 PM
How about doing something off the wall, like not having it set in a desert. Wouldnt that be something? If you are going to have all these mappers working on one map, you should combine your skills and make an actual city that is urban, not rural. Or, you could just make it look like the rest of the pl maps and build some caves and have some barns and then it would be "just another pl map" that only 5 servers will have in rotation. I would hate to see alot of you waste your talents on a map that only 5 servers will put in rotation.

I think when the map's over it'll have a different feel than maps in the current cycle. A different approach to caves as well as a very dynamic course for the track should make this map visually pleasing and unique.

That being said, this is a collaborative project, and if you'd like to have your influence felt than I suggest you join as a contributor, as everyone is welcome to do. Otherwise general criticism towards the feel of TF2 maps doesn't really belong here.

If you're that urban-hungry go play CSS?

Narkissus
05-06-2008, 08:08 PM
My collab pictures!

Snipergen
05-07-2008, 03:24 AM
LOL IS THAT A LOOP?

You know what would be fun? If a team reaches a checkpoint, the cart goes down a hill, makes a loop, smashes a stop barrier and than the players can continue pushing the cart to its final destination.

@Narkissus, looks fun but its too dark:( can't you make it outside? A little bit of cave is ok but t'is too much :(

AWESOME-O
05-07-2008, 07:59 AM
i like the one off nark its very good.

R3dRuM
05-07-2008, 10:40 PM
Quick update, really should not be updating because they look so horrible... :thumbdown:

apocguy
05-08-2008, 10:30 AM
I guess I'll give this a shot, need practice with the pl setup.

Immortal-D
05-08-2008, 02:02 PM
Dammit I just uploaded mine. We're allowed to use textures now? :( http://forums.tf2maps.net/downloads.php?do=file&id=365

joshman
05-08-2008, 07:07 PM
Does the map have to go:

P--->
|
|
^

or can it go straight?

Immortal-D
05-09-2008, 07:11 PM
I made mine a straight shot. At least my first one, lol. So it looks like we have a bunch of entries. Is Mangy going to assemble all of these, or do we play them seperately first?

tedrock
05-10-2008, 06:04 AM
Is Mangy going to assemble all of these, or do we play them seperately first?

wouldn't be much to play if they were separate.

MangyCarface
05-11-2008, 09:50 PM
Guys,

Sorry I haven't been around. Packing and moving out of school was a bitch and now I'm having internet problems at my house.

So, by Wednesday,
1. Have your layout done
2. Have basic props (mostly just the track) in place
3. Add basic texturing, simple displacements, and small detail brushes to give some idea of what your area would look like finished
4. Upload the vmf to the forums and include an overhead screenshot with a clear view (traced if need be) of the path your cart takes.
5. Then we shall start putting them together ( I have lots o' free time now) and we can maybe get a real basic alpha up for gameday.

Thanks mates

R3dRuM
05-11-2008, 10:28 PM
Hey... its mangy. long time no see!

...

...

leaving me alone, with no one to show my work too.. :(

VelvetFistIronGlove
05-12-2008, 03:14 PM
I started on my bit rather late, and need to spend more time on cp_siege than this; so I'm going to pull out of this project.

R3dRuM
05-12-2008, 03:21 PM
quitter...

Immortal-D
05-12-2008, 06:11 PM
Now now, behave. If we can get even a few submissions put together by this weekend, would be freakin sweet :)

Youme
05-12-2008, 06:16 PM
quitter...

personally I'd rather velvet worked on his original map and put all his effort into making that awesome than split his time and made two less good maps.

So why aren't you pulling out of this collab in favour of bootcamp? not seen any progress on that lately :p

R3dRuM
05-14-2008, 11:05 PM
My part:

http://forums.tf2maps.net/downloads.php?do=file&id=371

Immortal-D
05-16-2008, 01:05 PM
So what's the dealio? Are we playing through the entries this weekend or not?

R3dRuM
06-09-2008, 02:56 PM
June 15th is nearing....

Tigger
06-09-2008, 09:36 PM
Uh... for some reason I just saw this thread. Is there still room/time for another entry? I might have something ready by the 15th.

Tigger
06-13-2008, 02:05 PM
And should these maps have logic, cap and path entities? Or just be the models?

I have half done a junction section that would allow a train to enter and exit from any of the four sides. One central control point. I'm currently setting up the entities so that with a could of Trigger messages you can reset the map to enter and exit from a given direction. And I'm setting it up so it can be reused: you could go through the map north to south, and then again from east to west.

I can strip out the logic and path stuff when I upload the map, or leave it in if it will be useful.

R3dRuM
06-14-2008, 05:17 PM
show some pics.

As for now, i think this collab is going pretty slow, so the June 15th deadline wont be a problem, we will prob extend it to late June. if we can get everyone to start working on it again.

Tigger
06-15-2008, 09:16 PM
pl_junction

Pics: http://pics.livejournal.com/hmace/gallery/0000420b

I should be able to upload the map later tonight or tomorrow.

Should I upload to Maps? Or another area?

R3dRuM
06-15-2008, 10:57 PM
Hmm, i suggest you fix a few things about the design, it is WAY to open, sniper fest. i suggest adding buildings with 2nd story tunnels leading to eachother.

Tigger
06-16-2008, 03:19 AM
Hmm, i suggest you fix a few things about the design, it is WAY to open, sniper fest. i suggest adding buildings with 2nd story tunnels leading to each other.

I could do that. I'd probably need another week. How much time do I have? I do have a regular job, 9 to 6 et al.

Tigger
06-24-2008, 02:38 AM
I didn't have enough room on the edges of my section to add buildings on the outskirts. So... I redid the map completely:

http://pics.livejournal.com/hmace/gallery/00007654

Central junction building, three stories. 4 quadrants, each with an upper route to the center building. Everything done with dev. textures as requested.

Tigger
06-25-2008, 02:25 AM
My segment is uploaded: http://forums.tf2maps.net/downloads.php?do=file&id=446

Password protected, please IM me for the password.

And please let me know what else I can do to contribute!

Tigger
07-04-2008, 02:31 AM
So.... is this going to happen? What will it take to make it happen? Or are we going to call this off? Inquiring minds want to know.

I'd like to know so at least I can try to do something with my portion if we're not going to stitch them together into a payload map.

MangyCarface
07-04-2008, 11:59 AM
Tigger,
I've been really sidetracked lately. I'd still like to make some form of this happen. I'm just not sure when etc.