View Full Version : the rock
Big Nick Digger
12-10-2007, 11:59 PM
Figured I would just start a thread for this map. We have been working on it for about 3 months now, and you can see the evolution of the map. So far everything is posted in this thread: ROCK2 THREAD (http://forums.cgc-online.net/index.php/topic,496.0.html)
I will try to keep this one updated now too (time permitting) :laugh:.
Sacrifist
03-03-2008, 01:32 PM
Time for an update.
Yup, we are nearing completion. Just need a few more custom images from our image guy. Im also continuing to make a few texture adjustments and light adjustments as well. Hopefully the images are done before weeks end.
path leading to the underground shower entrance
http://img507.imageshack.us/img507/9256/rock2classicb1e1nt5.jpg
the beginning of a lightning strike in the yard
http://img339.imageshack.us/img339/7828/rock2classicb1e2xg7.jpg
the red yard as it is now
http://img339.imageshack.us/img339/3531/rock2classicb1e3bc7.jpg
the red base front
http://img214.imageshack.us/img214/2830/rock2pic1pq3.jpg
the blue base front
http://img214.imageshack.us/img214/3364/rock2pic2wj3.jpg
Looks a bit empty, but maybe thats the style you wanted to go for.
MangyCarface
03-04-2008, 12:29 AM
The new textures are really well done, and the cell blocks look great!
Snipergen
03-04-2008, 03:19 AM
Its a bit too dark in my opinion, its not finished yet but it doesnt look... interesting, just like your warpath map that had the same bland look (except from later versions)
Also i wonder why you would remake this map since budikkaman and shmitz are gonna pwn everyone when they are finished with their remake ^^
Crimson
03-04-2008, 04:36 AM
Well, first off, Sacrifist has been working on his long before Buddikaman was as far as I can remember. I think his maps always tend to keep to the original (ctf_well, cp_warpath, etc) and others make the same maps but with the TF2 theme. I am all for both, as it gives more variety :)
Anyways, looks great sacrifist. The brush work in the courtyard looks very nice, and you pulled off night pretty well, it does definitely need more lighting though.
Sacrifist
03-04-2008, 08:12 AM
Its a bit too dark in my opinion, its not finished yet but it doesnt look... interesting, just like your warpath map that had the same bland look (except from later versions)
Also i wonder why you would remake this map since budikkaman and shmitz are gonna pwn everyone when they are finished with their remake ^^
Just different styles man. I go for a much more realistic approach and also try to keep with the original's layout/look. As for why Im remaking this map, well we started it at the beginning of October so you gotta finish what you start right?
Vilepickle
03-04-2008, 11:49 AM
Really, I find it hard to call something a "style" when you can't even SEE what is happening in the level. It's one thing to leave shadows in specific places, but it's another entirely to have the whole outside area almost pitch black. Why even show a screenshot of that section? You can't see anything. The underground path shot looks alright for a "darker" theme I suppose, considering you can actually see something. But when you can't even see the ground (or I assume water like it was) on the outside, that needs to be fixed I think. The number one complaint you will have is that players can't tell anything from anything and will just get frustrated.
I'm a fan of porting maps too, but porting the lighting along with the map isn't a recipe for success. But of course, you're free to do it how you like.
Scotland Tom
03-04-2008, 12:35 PM
I really want to see a dark map work for TF2, but this is too extreme. I've said this about other maps before as well, TF2 was designed to be a game where players could see each other in almost all circumstances. I absolutely guarantee you that most players won't see ANYONE standing in most of the shadows you've got there. It's a heaven not just for snipers, but for any class that wants to fire without being seen.
Remember, even the character models in TF2 were designed to be recognized at very long ranges. Not only do you have to keep in mind the map you're attempting to port, you must keep in mind the game you're porting it to. TF2 maps need visibility to take advantage of the style and mechanics the developers have specifically created the game around. So port the map, give it a dark atmosphere like the original, but please lighten things up and allow players to see what's going on instead of taking shots in the dark.
Stueh!
03-04-2008, 01:02 PM
That rocks
is it based on the film "The Rock" with sean connery?
Paria
03-04-2008, 01:55 PM
i think there will be a stampede of tfc players along soon to answer that :)
I think his maps always tend to keep to the original (ctf_well, cp_warpath, etc) .
Which makes them pretty dull to play (the ctf_well you are referring to was really bad compared to other ctf_ maps made. And warpath is just stalemate heaven). And if it also looks dull ...well the fun kinda ends there.
Sacrifist
03-04-2008, 06:14 PM
Its not as dark as you guys think it is and the middle with the water hasnt had any complaints about being to dark to see anyone in our beta tests.
WarMecha
03-04-2008, 06:51 PM
My 2 cents:
I dont think there is anything wrong with your map, you have what looks like solid layout and good basic structure to work with. But I would suggest that custom maps these days have to have a good amount of detail to hold any interest with the player, or they just wont play it, however good the gameplay of the map is. There's always a better map just on the next server ya know. Also presenting your map in a thread like this is a great way to get feedback from a fresh pair of eyes and let you know how things are really going, everyone here plays the game and these are the people you are trying to cater for! I think sometimes it a bit too easy to get 'stuck' in your creation and for want of a better word, become blind to what really needs to be done because your so focused on the work at hand. I find in this situation it's often good to give it a break for a while, a week or so is good for me, and then come back to it. Always helps the ideas come and gives you an appetite to improve it too. Afterall, there's no deadline for it, only the one you set yourself :tongue_smilie:
I say this because I was very recently in exactly the same boat, working away like mad on my map, working out a load of stuff and finishing off a few bits. Got a few betas out, all was good. Posted up rc1 thinking, release was in the next couple of days max, and luckily for me someone had the common sense to say, actually mate, your map looks pretty bland tbh, you need to work on some detailing. And I actually looked at it and I was like, bloody hell, its bland as anything isnt it? Back to the drawing board. And I just couldnt see it, because I was so focused on the map, and just wanting to get it out. Now that I've added detailing into it, you can just see how much better it is now. It's added a few more weeks onto build time, but the end product is 100 times better. Worth the extra effort in my book.
God sorry that ended up being a bit of an essay lol.
Sacrifist
03-04-2008, 11:18 PM
Id like to agree with you here but its just not really the case at all and I hate orange maps. This is the current statistics for the top 10 maps in rotation right now for TF2 servers.
http://img530.imageshack.us/img530/162/mapstatsxl5.jpg
The best detailed maps like stronghold, science and convoy all are being played on 6 servers or less. Quarry and studio arent even being played by 3 servers right now. So as much as I would like to agree with you about detail, its just not the case when it comes to what servers are playing.
Crimson
03-04-2008, 11:33 PM
Which makes them pretty dull to play (the ctf_well you are referring to was really bad compared to other ctf_ maps made. And warpath is just stalemate heaven). And if it also looks dull ...well the fun kinda ends there.
Warpath might be a stalemate heaven, but so are a lot of other maps. When you make a map that gets picked up and put in the CAL map rotation, and is one of the most played custom maps, then I might listen. I know your not being an ass, and I didn't mean to be, but I mean really its hard to say what will or won't be good.
cp_studio_rc4 is one of the most amazing looking custom maps out there, but in all its beauty, rarely sees light because its too big. Warpath looks fine, it is nothing amazing, but in comparison to others I have seen, looks quite a bit better. We played it twice this week alone (CAL 8v8 and 6v6) and we won 2-0 in 8v8 and it was a complete rape fest on the 6v6. You need to take into account that a lot of maps, including this one, might not play well with 24+ players despite what the majority of servers run it are.
ctf_well was one of the first custom maps out for TF2. I dont even think the SDK had been released when this map came out so you cannot really expect a lot from it. It was a great port, not sure what more we can ask from a port? Maybe get rid of those god awful elevator sounds! hehe.
So yeah, this Rock2 might not be TF2 styled, and with the more TF2 styled one coming out in the near future, this one may or may not get as much play, but you gotta give him props for making it. All we can do is give opinions on what to change about it.
*Edit*
Damnit Sacrifist, you posted while I was afk and had not had a chance to hit post yet lol.
Sacrifist
03-04-2008, 11:37 PM
I didnt release ctf_well_classic_b1. I released the updated b2 version (which Im pretty sure doesnt have the god awful elevator sounds lol)
Paria
03-04-2008, 11:53 PM
detail is all well and good, but if the map lacks a certain flow to the gameplay you can dress it up as much as you like, but after the initial wow factor, people will see the failures in the gameplay and lose interest.Of course visuals are probably the initial selling point to a person so if you can keep their interest visually whilst they actually learn the map layout then you're off to a good start,
Of course i'm sure we are all trying to the best of our abilities, to produce the best work we can, if we werent we'd all be on fpsbanana voting 10's for the next orange/rainbow/tron/mario kart/ inspired masterpiece.
WarMecha
03-05-2008, 01:29 AM
Indeed, I'm not suggesting its only about detail, I was trying to, obviously not very well :bored: suggest that good detailing on a map is an important addition after the gameplay and layout is worked out. I fully agree that a good layout and map idea is a must, but imo, lack of detailing on a map that has great layout can kill it just as fast a great detailing on a map with poor gameplay. I dont think I'm wrong in saying that alot of people will try to build maps that live up to the benchmark set by valve, and a lot of this for me is in the detailing, especially on the recycled TFC maps. I dunno, might be wrong. Just rambling really :)
Snipergen
03-05-2008, 04:20 AM
Id like to agree with you here but its just not really the case at all and I hate orange maps. This is the current statistics for the top 10 maps in rotation right now for TF2 servers.
http://img530.imageshack.us/img530/162/mapstatsxl5.jpg
The best detailed maps like stronghold, science and convoy all are being played on 6 servers or less. Quarry and studio arent even being played by 3 servers right now. So as much as I would like to agree with you about detail, its just not the case when it comes to what servers are playing.
You cannot take this as an argument sir, orange x is just under warpath with the most servers, shows again what idiots run around in this world.
Some of my best friends think warpath is the best map ever. I told them wtf look at the texture using and so much more that is not detailed etc etc. They told me they didnt see the difference between 2fort and warpath in terms of detail using......
Now i hope you are not gonna repeat the warpath quality. If you goal is to make this rock map like this with the original tfc building style, that's just sad.TF2 buildings are more fresh and are just awesome, I think you should aim for badlands quality or other stock maps. Also dark maps JUST DONT WORK for tf2.
Sacrifist
03-05-2008, 07:23 AM
Well, this map looks alot better then warpath imo sniper.
Now i hope you are not gonna repeat the warpath quality. If you goal is to make this rock map like this with the original tfc building style, that's just sad.TF2 buildings are more fresh and are just awesome, I think you should aim for badlands quality or other stock maps. Also dark maps JUST DONT WORK for tf2.
Indeed (and I remember your comments about my fun map, but that's totally different to this. Because this is a serious effort). Aim for Valve quality or don't bother. I agree with the dark maps part. At least for the most part. My map will have a darker area with more shadow work, but that's about 1/4th of the map and really needs to be there to get the right feeling for the players.
Vilepickle
03-06-2008, 12:17 AM
For some positive support, I like the custom team overlays I'm seeing in those shots at least. Those are a nice touch. But it's hard to even see them :(
Sacrifist
03-06-2008, 01:33 PM
Will I run into any problems if my entdata is over 90%?
WarMecha
03-06-2008, 02:20 PM
I have never run a map with this high a percentage before, but I would suggest that maybe the warning in hammer is there for a reason! Possibly it will just make performance more sluggish or maybe cause crashes in some cases? Might be worth spawning a few bots and seeing if anything happens maybe?
Sacrifist
03-06-2008, 02:23 PM
well its been on the server for 3 days and there arent any dumps and have had 10 players in there without any problems. Just curious if this has anything to do with the amount of entities you can have on a map before it starts crashing because of so many players.
Vilepickle
03-06-2008, 03:59 PM
No, entdata is pretty irrelevent. I read a quote from Robin Walker or something that it's just the recommended block size for entity data, which is like 384kb or something.
The thing that DOES matter is the information under Map > Show Information. If your solid entities and point entities add up to be above 1800 or so, I'd worry about crashes with a lot of players. You can test it on your own machine with bots, as found in my tutorial at http://tf2maps.net/showthread.php?t=426
Sacrifist
03-06-2008, 04:26 PM
It has 1923 total. I just tested it on my own machine and there didnt seem to be issues other then fps problems with 24 players shooting in the same area lol. But when teams were split the fps was back up. Ill do the same test on my actual server and see what kind of results I get.
l3eeron
03-06-2008, 04:26 PM
I spent countless hours playing Rock2 on TFC...
this looks like it's going to be a good port. In the developer's commentary about player models theu do say that they wanted player models to be easily seen at all times. TF2 isnt a hiding game. Leave some dark spots for the spies, but other than that I would crank up the sun a little.
Sacrifist
03-06-2008, 05:08 PM
Just tested it in my server with 30 bots with mimic on and there were no crashes so I guess Its ok.
Vilepickle
03-06-2008, 06:18 PM
They may have fixed the limitations sometime since I found out my map was crashing, actually.
I'm 95% sure the official maps have MUCH more than 2048 entities in them. I think it may have been a bug that somehow affected custom maps.
Sacrifist
03-06-2008, 06:42 PM
thats good to hear
grazr
03-06-2008, 07:19 PM
I dunno if you watched the interview with one of VALVe's staff talking about how the TF2 theme works but it kinda relies on high level lighting for visual aesthetics, especially when characters are rendered ingame. So you're kinda cutting against the grain as it were by choosing to keep to the night theme. It's nice to see someone bother reproducing a classic though and trying something different.
My advice, add some more interesting architexture to the walls, and probably some props would be nice. Rounded corners have become a bit cliché in source in my opinion, just because you can do it doesn't mean you should. I think it would have been more successful if you had chosen to keep to the new TF2 theme but that's just me. Though the archways on the catwalk do look tasty the windows look out of place.
Also that path looks terribly neglected. This is where i'd have said 70% of combat took place on the old map so it'd be sensible to give it the most attention.
Sacrifist
03-06-2008, 09:20 PM
I dunno if you watched the interview with one of VALVe's staff talking about how the TF2 theme works but it kinda relies on high level lighting for visual aesthetics, especially when characters are rendered ingame. So you're kinda cutting against the grain as it were by choosing to keep to the night theme. It's nice to see someone bother reproducing a classic though and trying something different.
My advice, add some more interesting architexture to the walls, and probably some props would be nice. Rounded corners have become a bit cliché in source in my opinion, just because you can do it doesn't mean you should. I think it would have been more successful if you had chosen to keep to the new TF2 theme but that's just me. Though the archways on the catwalk do look tasty the windows look out of place.
Also that path looks terribly neglected. This is where i'd have said 70% of combat took place on the old map so it'd be sensible to give it the most attention.
What exactly do you think should be on the walkways? That is, what do you think could go there that wouldnt hurt fps any? I have a 8600 gts (not the greatest card) and im getting between 60 and 80 fps in the yard. Id hate to have it drop much lower then that. Im reaching a max on some things so Im getting pretty limited here.
brushes 6975/8192 83700/98304 (85.1%) VERY FULL!
brushsides 56904/65536 455232/524288 (86.8%) VERY FULL!
entdata [variable] 361257/393216 (91.9%) VERY FULL!
As for Valve, cutting against the grain is what I enjoy. Im one of the guys that runs the pwnshop servers :)
l3eeron
03-07-2008, 10:23 AM
Brush work looks tight, but the grass in the yard looks like it should be dirt to me, like rock2 from TFC. But thats just because its been burned into my mind from too many hours on rock2-TFC. I have to be honest and say that everything is too dark. I like to have some dark spots in the map, but the whole thing being dark is just too much. Not saying it shouldn't be night time, just find a happier medium, please :D Seriously, rain and dark lighting is going to frustrate me into not playing the map.
Is there poison gas?
Do the search lights sweep the yard?
Scoobingsthe2nd
03-07-2008, 11:38 AM
They may have fixed the limitations sometime since I found out my map was crashing, actually.
I'm 95% sure the official maps have MUCH more than 2048 entities in them. I think it may have been a bug that somehow affected custom maps.
I think they did fix that bug. I did a show information on my map today and I have 2736 point entities.:blink:
Vilepickle
03-07-2008, 12:15 PM
I think they did fix that bug. I did a show information on my map today and I have 2736 point entities.:blink:
boggle
Sacrifist
03-07-2008, 02:11 PM
Brush work looks tight, but the grass in the yard looks like it should be dirt to me, like rock2 from TFC. But thats just because its been burned into my mind from too many hours on rock2-TFC. I have to be honest and say that everything is too dark. I like to have some dark spots in the map, but the whole thing being dark is just too much. Not saying it shouldn't be night time, just find a happier medium, please :D Seriously, rain and dark lighting is going to frustrate me into not playing the map.
Is there poison gas?
Do the search lights sweep the yard?
I think you should take an actual look at what the map has to offer before you think its to dark. The light environment has changed a bit since those screens anyways because of a different sky. Its probably a tad bit lighter now.
-gas = ofcourse
-gasmasks = ofcourse
-search lights = ofcourse
grazr
03-07-2008, 06:20 PM
Wow, what's your map packing to fill up the brush memory that much? I'd suggest compensating area's of needless detail to even your map as a whole and put detail where it is needed elsewhere. Those windows for example, along with the inner curved watch tower walls, they are nice, but needless eyecandy that isn't complimented well by the rest of your map or its theme. You could simply have it a square-ish design with a diagonal corner with a window model in it IE click (http://img.photobucket.com/albums/v213/grazr/cp_avanti0010.jpg). It would be appropriate, wouldn't look terrible and would probably consist of about 10% of the original brush and brush face count.
Or perhaps choose a better texture because a brick wall doesn't look right curved like that. Concrete would look less fake.
If i were to have done that yard, i would have made it sandy, doable with 1 displacement and made the path by placing planks of wood in the sand as path guides (either side of path, skewing the angles slightly and leacing a small gap between each plank so they arn't perfect-clean and monotonouse in appearence. The sandy theme has complimentary rock models at hand hand as well to litter your empty yard with.
l3eeron
03-07-2008, 07:09 PM
-gas = ofcourse
-gasmasks = ofcourse
-search lights = ofcourse
You make me proud! :thumbup:
I checked a different thread on your map, and saw some different screen shots that looked a tad lighter, would still like to see it even brighter... maybe like dawn or late afternoon. Anything but day time would be good enough to bring the feeling from TFC rock2.
Sacrifist
03-07-2008, 07:23 PM
Wow, what's your map packing to fill up the brush memory that much? I'd suggest compensating area's of needless detail to even your map as a whole and put detail where it is needed elsewhere. Those windows for example, along with the inner curved watch tower walls, they are nice, but needless eyecandy that isn't complimented well by the rest of your map or its theme. You could simply have it a square-ish design with a diagonal corner with a window model in it IE click (http://img.photobucket.com/albums/v213/grazr/cp_avanti0010.jpg). It would be appropriate, wouldn't look terrible and would probably consist of about 10% of the original brush and brush face count.
Or perhaps choose a better texture because a brick wall doesn't look right curved like that. Concrete would look less fake.
If i were to have done that yard, i would have made it sandy, doable with 1 displacement and made the path by placing planks of wood in the sand as path guides (either side of path, skewing the angles slightly and leacing a small gap between each plank so they arn't perfect-clean and monotonouse in appearence. The sandy theme has complimentary rock models at hand hand as well to litter your empty yard with.
why would there be sand or wooden planks in the middle of a prison? Its a prison yard dude, not a beach house lol.
l3eeron
03-07-2008, 07:31 PM
I hope Im not sounding too critical here....
Im remembering back to the playground when I was a kid. Think sand and sideways telephone poles... that would work great! Either way, this is just nit picking a matter of opinion and no one is right....
Sacrifist
03-07-2008, 08:22 PM
Ill probably leave it as is for now since it will be released as a b1. If something gets me intrigued to make significant changes to the paths in the yard then it will be done.
Sacrifist
03-10-2008, 02:55 PM
After checking with some other players, I found out that my brightness settings were set to 2.0 and it seems default is 2.2. After resetting my brightness, I did indeed have to add a few extra lights to the yard corners. Waiting on just a few images and then this map will be released as a beta.
Snipergen
03-10-2008, 03:16 PM
Hey did you update your pics yet or is it still the same? I cannot believe you reached the brush limit.
Noggin
03-10-2008, 07:51 PM
Maxed out brushwork? Wow, I got to see why!
[looks for download link]
Sacrifist
03-11-2008, 12:45 AM
Brushes are at 86%, Entdata is at 98% and no I havent updated the images.
Sacrifist
03-13-2008, 02:27 AM
Here is an updated image of the Red team's yard. Beta 1 will be released by this weekend.
http://img139.imageshack.us/img139/5623/rock2b1redyardpn7.jpg
Sacrifist
03-13-2008, 05:58 PM
DOWNLOAD ROCK2_B1 HERE!!! (http://www.cgc-online.net/_download/rock2_b1.rar)
================================================== ===================
Title : Rock 2
Filename : rock2_b1
Authors : Sacrifist, Hiya!, KUSA
Email : admin(at)cgc-online.net
Description : Team Fortress 2 Capture the Intel map
Recomended # of players : 24-32
================================================== ===================
Objective:
Your team must steal the enemy's intel that is located in their warden's office (behind the bookshelf) and take it to their gas chamber.
Other Notes:
A team can open an alternate route under the yard by blowing up
the barricades in the underground tunnels. You can also access the shower room through the tunnels.
- How to Install Map
Place the .bsp file into below directory (ex. default installed directory)
C:\Program Files\Steam\SteamApps\(your account name)\team fortress 2\tf\maps
http://img522.imageshack.us/img522/5903/rock2b10ii6.jpg
http://img522.imageshack.us/img522/7594/rock2b11qi6.jpg
http://img155.imageshack.us/img155/3439/rock2b12sw4.jpg
http://img138.imageshack.us/img138/4062/rock2b13sb0.jpg
http://img387.imageshack.us/img387/1134/rock2b14ar2.jpg
http://img412.imageshack.us/img412/2629/rock2b15fn0.jpg
http://img387.imageshack.us/img387/1125/rock2b16pm5.jpg
http://img522.imageshack.us/img522/7978/rock2b17bi0.jpg
http://img412.imageshack.us/img412/8626/rock2b18gq7.jpg
http://img387.imageshack.us/img387/5882/rock2b19ut3.jpg
Noggin
03-13-2008, 07:23 PM
Congrats :)
This was an old favourite from TFC, could be very difficult to cap tho.
Anyway had a runaround on my own...
- Authentic TFC style
- Like the weather/thunder
- Custom textures/props look good
- Its overly plain, needs a tonne of detail work (imho)
- The lifts need some work
- The carpet has to go :)
- Too dark
- The signs should be shiny gold not static reflection!
- More dramatic lighting need for cell areas
- Could be really hard to cap!
- May need an extra route to get key as theres no conc'ing to upper floor anymore
- No space for SG's under water entrance/exit ramp
- Might need to add some yard props to allow some cover in fights
TenaciousGenocide
03-13-2008, 08:14 PM
http://img138.imageshack.us/img138/4062/rock2b13sb0.jpg
is the caged dames mag from grindhouse: planet terror?
anyways :) this map looks good man keep up the great work i love the custom signs.
Scoobingsthe2nd
03-13-2008, 11:07 PM
Played it today. You've got a good start my biggest note is make it brighter. Also, the spotlights should light up whenever anyone goes through it, otherwise spies are at a huge disadvantage.
Sacrifist
03-14-2008, 03:53 PM
Played it today. You've got a good start my biggest note is make it brighter. Also, the spotlights should light up whenever anyone goes through it, otherwise spies are at a huge disadvantage.
I tested the brightness at so many levels and the way it is now looks the overall best for the environment. Its supposed to be dark but managable and I think it is but Ill run some more tests again.
Im not sure how making the spotlights work for both teams would make any difference. Spies are gonna have to sneak through with teammates to go unnoticed. Even if the lights did come on for either team, the spy will still end up running into the enemy. They are gonna be at a disadvantage from that aspect regardless. If there were some class specific filters, I would filter the spy out, but there isnt unless I missed the memo. You can thank Valve for that lol.
Noggin
03-16-2008, 01:33 PM
How about this kind of sign?
I have the VMT/VTF/PSD if u want it.
http://i182.photobucket.com/albums/x291/jagshrapnel/sign.jpg
Sacrifist
03-16-2008, 10:05 PM
What are you putting in the vmt to make it shiny?
Buddikaman
03-16-2008, 10:57 PM
As an educated guess, id say Normal/spec map.
-Buddikaman-
Scoobingsthe2nd
03-17-2008, 01:39 AM
I tested the brightness at so many levels and the way it is now looks the overall best for the environment. Its supposed to be dark but managable and I think it is but Ill run some more tests again.
Im not sure how making the spotlights work for both teams would make any difference. Spies are gonna have to sneak through with teammates to go unnoticed. Even if the lights did come on for either team, the spy will still end up running into the enemy. They are gonna be at a disadvantage from that aspect regardless. If there were some class specific filters, I would filter the spy out, but there isnt unless I missed the memo. You can thank Valve for that lol.
I think it's a good idea to make it dark but managable, we need to be able to tell what team people are on though. As it is I can't, but that might be because I'm retarded :)
I think making it function for both teams would be the best course of action, that way a spy could at least pretend that he's retreating. I agree that he's in tough shape regardless, but if it only lights up for enemies there's no question in your mind at all, where as if it functions for both you have at least the off chance that someone believes your retreat feign.
Not to mention once you get past the main door you have the other 2 doorways. If the spy can sneak in there without being caught then spotlights going off for both teams would make him running around back there more believable instead of "oh look my teammate just set off the all knowing spy detector" ;)
I think you're right that the spotlights make it tough for spies, which imo is a cool aspect, makes sneaking in harder. Lets cut them a LITTLE slack though ;)
Kirko
03-17-2008, 11:26 AM
Putting the spot light for both teams would be dumb. The spotlights would be on 24/7. The spy will just have to sit in the yard until no1 is there or go underneath. I liked the map. It needs the desk in the warden's office though behind it to be a safe zone where the gas doesn't kill u like in the original Rock2. I don't like the computer thing inside the door where the protective "helmet?" is. I wasn't expecting that at all when I first saw it open.
Also I would like to add the darkness of the map is fine. I like it. Maybe ur brightness or contrast is really low because I could see just fine.
Scoobingsthe2nd
03-17-2008, 01:14 PM
Putting the spot light for both teams would be dumb. The spotlights would be on 24/7. The spy will just have to sit in the yard until no1 is there or go underneath. I liked the map. It needs the desk in the warden's office though behind it to be a safe zone where the gas doesn't kill u like in the original Rock2. I don't like the computer thing inside the door where the protective "helmet?" is. I wasn't expecting that at all when I first saw it open.
Also I would like to add the darkness of the map is fine. I like it. Maybe ur brightness or contrast is really low because I could see just fine.
The spotlight, as I recall, doesn't only point at the front door that's the problem. There's one pointing at all the doors, meaning a spy can't move around after he's infiltrated. That's the problem.
Maybe my contrast is down but all other maps look just fine so if I was to adjust my contrast they'd look really bright. It's kind of a pain in the ass to adjust your contrast for one map.
Sacrifist
03-17-2008, 02:55 PM
Default is 2.2 for brightness. I was actually using 2.0 (which is brighter) as my setting for all the other maps. If you have it lower 2.2, then you must really like the maps to look dark or maybe its your monitor settings. There have been a few that have said its to dark but most have said that its fine. There is 1 entry that a spotlight doesnt point at and that is the gaschamber entry. But I have to agree with Kirko, having them comeon for both teams would be spotlight overkill. I kinda like the fact that its really hard for spies. Im sure you can tell I dont play the spy class haha. But if I were to even the playing field for them, I would probably just remove the spotlights but I dont think that would be a good idea.
I don't like the computer thing inside the door where the protective "helmet?" is. I wasn't expecting that at all when I first saw it open.
Gotta put something there, otherwise players could lock themselves in the little gasmask rooms. I could of just made it a wall but that would be a bit boring really. If I had a modeler, I would of had them make a custom gasmask station. Unfortunately, I dont.
Noggin
03-17-2008, 06:14 PM
What are you putting in the vmt to make it shiny?
Well i was experimenting with textures/height maps and vmt files.
Your sign/plaques were a good starting point as they had bevelled edges and recessed engraving. So I recreated the plaque, created a height map, used Crazy bump to generate the normal and changed the VMT accordingly.
You have to play around with a bit to get shiny-but-not-reflective, id still like to get it more metallic than plasticy.
The code below needs $ signs before the var name (the editor keeps stripping them)
"LightmappedGeneric"
{
"baseTexture" "rock2/decal_rock2_red_team3"
"bumpmap" "rock2/decal_rock2_red_team_normal2"
"envmap" "env_cubemap"
"envmapcontrast" 0.1
"envmapsaturation" 0.1
"envmaptint" "[ .50 .50 .50]"
"%keywords" "tf"
}
Sacrifist
03-20-2008, 04:33 PM
Are those that are seeing this map as being to dark using a CRT monitor by chance or perhaps a smaller lcd? This map is not dark at all on my 24 inch or 20 inch lcds. Just curious as alot of guys that think the lighting isnt dark at all seem to be on bigger monitors.
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