Warning: array_merge() [function.array-merge]: Argument #1 is not an array in [path]/archive/global.php(40) : eval()'d code on line 2
CTF_Rock2 [Archive] - TF2Maps.net Forums

PDA

View Full Version : CTF_Rock2


Buddikaman
01-01-2008, 07:15 PM
Alright this might be A 'tad" bit to early to post this as the map itself is not yet presentable but i guess its never to early for advice/critisism.

I am attempting to remake Rock2 one of my favorite TFC maps and have been brainstorming this map for some time now. First and foremost I am not a mapper per say, but more a Environmental Artist in training, so this is both a way to remake a great map for a great game, and create some environment art for my portfolio along the way.

This is my first map and the process has been a great learning experience thus far both in terms of learning level design(hammer) and the creative process that goes into it. The basic laying out of the map is complete minus the underground tunnels and to be honest I have still yet to define the look of the map completely(textures, architecture, style, ect) as it seems to be changing daily. Most of all I want to keep it true to the style of TF2, which is easier said than done.

I will show some early props I made, most untextured, unfortunatly I made the mistake of making them BEFORE i began mapping, and thus new ideas arose during that time. There are so many different ways i could stylize the map im just now playing it by ear. Heres some early props.

http://img162.imageshack.us/img162/5870/propshm1.jpg

http://img208.imageshack.us/img208/9958/benchra0.jpg

http://img217.imageshack.us/img217/6779/uvquestion1gp2.jpg

http://img218.imageshack.us/img218/8774/uvquestion2fb1.jpg

-Buddikaman-

Buddikaman
01-01-2008, 07:19 PM
Early concept art

http://img127.imageshack.us/img127/5595/concept1yd2.jpg

http://img127.imageshack.us/img127/5509/rockconcept1vs5.jpg

http://img117.imageshack.us/img117/1462/tf2coptercopylv3.jpg

Scratch map concept art

http://img230.imageshack.us/img230/2503/test1concept1ng2.jpg

There is more but I will wait. I also know there is another group of mappers doing Rock2 and that is fine, while i think they did a great job recapturing the TFC feel of the map, im looking to hopefully do something more stylized. Time will tell.

-Buddikaman-

Youme
01-01-2008, 08:33 PM
Never played rock2 but it looks awesome :D

Intraman
01-01-2008, 08:46 PM
Well the concept certainly looks interesting! It would be great if you were to do some type of stylized model pack for the site here. The Valve models are so limited.

Scoobingsthe2nd
01-01-2008, 08:56 PM
certainly looks better than the other rock 2 that's either in development or is done.

Buddikaman
01-01-2008, 09:04 PM
Youme- Here are some comparisons for you, keep in mind still very early.

Intraman- I would love to keep making tf2 content for the community after this map. Perhaps team up with someone and act as an environment artist only.

http://img215.imageshack.us/img215/8845/test1concept1ny9.jpg

http://img215.imageshack.us/img215/3467/rock2fuckup0006ta1.jpg

Cheers!

-Buddikaman-

Wiebbe
01-01-2008, 11:55 PM
Are you remaking the poison gas idea as well?

Gonzales
01-02-2008, 12:03 AM
Man, that Heavy cutout model is hilarious.

Buddikaman
01-02-2008, 12:21 AM
Wiebbe- Yea as of now the poison gas is staying, planned to be implemented in a semi more interesting way. Im not sure if i will have the hazard suits, altough i have a old model i made if tweaked could respresent the suits?

http://img126.imageshack.us/img126/6126/marinetf2qc8.jpg

If not, ive a better, easier to implement idea anyways.

-Buddikaman-

Crimson
01-02-2008, 01:17 AM
This already looks excellent, i absolutely love that Hazard suit model.

ThatGuy
01-02-2008, 01:58 AM
wow, that looks very nice, I love the screenshots of your work, it's just brilliant! Keep it up!

lerlerson
01-02-2008, 02:11 AM
My, my, this certainly looks better than Sacrifist's version. Love your props, they're awesome. My only annoyance here is that now we're going to have THREE Rock2s out there, even if one can be ignored because of how terrible it is. Oh well, the more the merrier, eh?

Sacrifist
01-02-2008, 07:40 AM
Ours isnt being made for looks as much as it is for scale and being true to the original. This one is nice, maybe Rock3? My only beef about it is that it looks like a farm more then a prison. Hopefully Valve will get out a map or 2 for extra textures.

Scoobingsthe2nd
01-02-2008, 11:59 AM
If you look at his other screenshot though it looks like he has spytech in side. By doing this he's keeping to the tf2 style of having a front, and then having something malicious going on in the backgrounds. I love that :D

Sacrifist
01-02-2008, 12:02 PM
Idk, Im getting really sick of seeing the same thing in every map. TF2 style or not, its getting boring. Its all Valve's fault though with the lack of assets at hand. I also havent seen very many custom packs available either, if any.

Buddikaman
01-02-2008, 06:40 PM
Sacrifist- When designing my map I did the best I could to make it look as different as yours as i possibly can, which is one of the main reasons i choose the current style and look of the map. If you do call yours Rock2, i will most likely just call mine Rock, you were first after all and my map still has a ways to go, as its just me on the project.

Its true yours looks more like a prison, and thats fine, I enjoy the gritty look of your map and look forward to playing it.

-Buddikaman-

Sacrifist
01-02-2008, 08:01 PM
That makes sense and is very understandable. I wasnt knocking your style. I was knocking how limited you and alot of us are because of Valve. Its getting old lol. Valve needs to step it up.

Buddikaman
01-02-2008, 09:48 PM
Valve needs to step it up

Well they just announced the other day they are releasing a new map pack which will arrive shortly this year and costs money. TBH im hoping more than anything they arent releasing Rock2 with that, than were both seriously screwed :cursing:

As for textures, yeah it gets old seeing similiar lookin maps, altough there is always ways to break the monotomy. I say if you have an idea for a tilable texture, create it. Than again the way valve created TF2 textures is extremely difficult, beleive me, ive tried. It appears cartoony but infact has photo referenced layered into them, along with custom brush strokes, most likely scanned in from watercolor brushes into photoshop. How they combined all that to make TF2 textures is anyones guess. :001_unsure:

-Buddikaman-

Buster Charlie
01-02-2008, 10:39 PM
IF you do make a 1960's style helicopter for TF2, I would absolutely love to use it in a map idea I have for my next project.

Buddikaman
01-02-2008, 11:00 PM
Buster Charlie- I am planning on making a helicopter, I was going for something with a spytech look. This is what i came up with..

http://img225.imageshack.us/img225/1182/tf2coptercopyyc4.jpg

I also was gonna add a prison bus early on but probably wont be now, unless anyone needs. Only the front of it is done.

http://img110.imageshack.us/img110/2311/bus2di8.jpg

http://img240.imageshack.us/img240/4928/bus1mg9.jpg

God, ive got so many unfinished models its sad, but most wont fit into tf2, well unless anyone needs a dragon? ;p

http://img127.imageshack.us/img127/405/dragontf2nv3.jpg

-Buddikaman-

Scoobingsthe2nd
01-02-2008, 11:46 PM
wish I could model.

I'm absolutely terrible at it though.

Vilepickle
01-02-2008, 11:46 PM
I'd totally put a dragon in castle.


Well not really, but if I had a dragon model back then i'd probably do it :P

Shmitz
01-03-2008, 12:18 AM
I might be able to do something with that bus. I don't think it'd be too difficult to retool it to a military style troop truck.

Buddikaman
01-04-2008, 03:38 AM
Im looking for some feedback on a custom texture i made today, its meant to mimick acoustic tiles which are used as ceilings in many facilities. I was surprised to see TF2 didnt have one and used it as an escuse to work on my texturing, so here is a shot of the unfinished texture.

http://img98.imageshack.us/img98/4218/tf2mapstilesun6.jpg

Early version screenshot

http://img230.imageshack.us/img230/8523/rock2backup010001yt6.jpg

Thanks!

-Buddikaman-

Snipergen
01-04-2008, 04:33 AM
yep, dont see nothing wrong with that. Looks good.

Kernel
01-04-2008, 09:29 AM
everything looks real nice so far, If your interested in doing some other work, sign up here: http://tf2maps.net/showthread.php?t=458, would ne honored to have you working with that project. Rock2 was a good map, your version should be a hit.

Snipergen
01-04-2008, 09:43 AM
I wish i had so much time to make all custom stuff. Bah :(
Btw looks great man. You use max i suppose for modeling?

ryodoan
01-04-2008, 03:39 PM
This is looking amazing, I especially like those ceiling tiles you made.

And what is this about it being a paid map pack? how are they going to enforce that? When you join a TF2 server it auto-downloads, are they going to block that with these new maps? That seems kinda lame that they only released the game with 6 maps and now they want you to pay for the rest of the content which should have come with the game.

Buddikaman
01-04-2008, 05:04 PM
Snipergen- Yeah i use max 9 for models, photoshop cs3 for texturing.

Ryodoan- I read it wrong, the paying part will most likely be for x360, heres the link. http://kotaku.com/gaming/the-orange-...aps-332731.php

Big Nick Digger
01-05-2008, 04:05 AM
looks neat. I wish I knew how (and had time) to model.

Can't wait to see the finished product.

Also...name it whatever you want

Squirrelly
01-06-2008, 04:23 AM
keep modeling dude!

the props look great & u'll only get better.

rock2 was a really fun map in tfc, but it was kinda too large and separated, not a lot of action except for a few areas at times. If u focus on overall gameplay and don't stay super strict to the old layout, i think it will sweet. The main point of rock2 was to turn on the other teams gas and get a suit to survive, so if u base ur map on that, it will be a blast.

Gas suit looks sweet too!

ill probably contact you later when i start working on props again.

Buddikaman
01-06-2008, 04:23 PM
keep modeling dude!


Thanks for your support. Im actually about to start modeling a helicopter today for the map. I got the crazy idea to have a helicopter flying around the yard as if patrolling, so on top of modeling and texturing the sob, i am also trying to get a handle on importing scripted animations into source, as path_track's are much to simplistic. So mapping is being put on hold for a while while I do this, i am also moving to a new city and starting a new job this week. Ill update as I progress.

-Buddikaman-

Squirrelly
01-07-2008, 12:29 AM
sweet.

yea just keep doing whatever you love, u could really help out in the future with mods and stuff since u can do multiple things, model, texture, animate, map, etc...

also i just noticed that on the bench press model, one side of the barbell has more weights than the other, haha its no biggie at all, just thought it was kinda funny i noticed it.

Buddikaman
01-07-2008, 01:08 AM
Haha, yeah. I took one off and resized it to fit a 45 pnd plate and just never put them back on, the others are more like 100 pnd plates. :)

-Buddikaman-

Buddikaman
01-08-2008, 08:17 PM
I just started this today, it still has a longgg ways to go, but you can get an idea were its going.

http://img80.imageshack.us/img80/4276/modelcopter01wg2.jpg

http://img216.imageshack.us/img216/8813/modelcopter02ou0.jpg

Cheers!

-Buddikaman-

Dox
01-08-2008, 08:45 PM
I would go more deep than i have into modeling, but its such a pain in the a** just to get the textures on them, is that why most of yours we are seeing are grey?

ryodoan
01-09-2008, 07:46 AM
I would go more deep than i have into modeling, but its such a pain in the a** just to get the textures on them, is that why most of yours we are seeing are grey?

From what I know about 3d design, you start off with just building the object, then, after the object has been fully designed you work on skinning it with colors and textures.

It starts off in a solid color (Imagine you are making a clay sculpture) then after you finish sculpting it you work on the details.

Haas
01-09-2008, 11:26 AM
http://img341.imageshack.us/img341/7153/testmaprv4.th.jpg (http://img341.imageshack.us/my.php?image=testmaprv4.jpg)
Here is a overview picture you can put this on your model and make a render then fill in the colors in photoshop.

Snipergen
01-09-2008, 01:06 PM
you are wrong haas. Models need to be unwrapped first. This picture is just to see if every polygon has the same space (eg if its properly unwrapped).

Buddikaman
01-11-2008, 06:44 PM
Sorry for a slow reply, Ive been busy moving ;)

The main reason the models ive shown(for tf2) havent been unwrapped and textured is because I decided to create the basic level first as opposed to making the props. However now that I am more fluent with source, I can turn back to creating the props, and the different texture maps they need.

And yeah, its definatly true, texturing and "especially" Unwrapping is a HUGE pain in the ass, to me way harder than modeling. As for texturing however, its really more about basic fine art skills(shading, color theory, ect) than knowing how to navigate a program. Its a challenge because you have to balance both learning the programs becoming fluent with them, and than working on your fine art skills at the same time. Sometimes I think its best to just stop worrying about learning a program or tutorials and just practice your core art skills, because thats what makes you a artist.

For example, these were done as excersises with the sole purpose of improving basic shading(pic1) and working with colors in photoshop(pic2). And yes im still not that good, lol.

http://img89.imageshack.us/img89/1167/drawingdz6.jpg

http://img245.imageshack.us/img245/2465/axeskullng1.jpg

-Buddikaman-

Snipergen
01-11-2008, 06:52 PM
You are not the only one that hates unwrapping, although we learnt a manner that speeds up the process for organic modelling -> pelt mapping -3, a face isunwrapped in 5 clicks if you do it good :p

Anyway, looking forward to more from you. Just look at your bsp filesize, i wouldn't go over 50 mb's.

Buddikaman
01-11-2008, 11:45 PM
Played around with custom skybox's today, managed to get one in game but will be redoing it either way(its a PH), also been messing around with creating environment effects and animated textures, i have big plans for the yard and backround, this is all placeholder.



-Buddikaman-

Snipergen
01-12-2008, 03:45 AM
you sure you want it this dark? maybe dusk/dawn would be better?

Youme
01-12-2008, 07:30 AM
need some bright spotlights inthere if its night time, TF2 dosen't play well in dark areas.

Intraman
01-12-2008, 09:22 AM
hehe I don't think you imported the skybox correctly, as I can see the lines where the brushes meet.

Buddikaman
01-12-2008, 02:43 PM
Yeah I havent implemented lighting yet, and yeah the sky is ugly, i apologize for posting such a incomplete screenshot.

-Buddikaman-

ryodoan
01-14-2008, 08:08 AM
Since you are using space as your sky, you could do some really cool stuff with it. I am thinking if you want to have more light you could put maybe a binary star system right above the open area, maybe have some sort of nebula / galaxies in the sky. Maybe have some sort of a star chart in the bridge area that somehow corresponds to the stars / whatever in the skybox.

PS. OOOOhhh some sort of star + planet in the sky would be amazingly awesome.

Br4m
01-23-2008, 09:34 AM
This looks very promising, rock2 is one of my favorite TFC maps.
Any updates on this map Buddikaman?

Varadero_be
01-23-2008, 11:19 AM
First time I look at this post...

OMG! BUDDI! GIVE US MODELS PLZ!

Buddikaman
01-27-2008, 01:32 AM
Been really busy with working and adjusting to a new city, havent really had time to dedicate to the game as much as id like to. Anyways, I made this today if its any consultation. Still working on it, a toilet is next.

http://img526.imageshack.us/img526/9550/tproll01nt7.jpg

http://img145.imageshack.us/img145/1566/tproll02py7.jpg


Ill be gone for a week out of town, will pick up soon after.

-Buddikaman-

Snipergen
01-27-2008, 03:31 AM
Hehehe nice one. But you should use those poly's for a special model that makes your map unique, like the choppers you made etc...

Noggin
01-29-2008, 01:05 AM
Any new WIP screenies mr.mapper?

Rock
01-30-2008, 09:56 AM
Love the map and your Heavy in prison garb was too funny. Inspired me to make a forum sig for a clan mate - Inky (with your kind permission, of course) :D.

http://i81.photobucket.com/albums/j207/skipatc/Inkys-sig03.png

Buddikaman
01-31-2008, 02:39 AM
Today i played around with custom skys, which when finished will have clouds as materials. I havent had time to do much of anything due to work, ill knock some stuff out soon.

http://img240.imageshack.us/img240/895/rock2fuckupskyyi4.jpg

-Buddikaman-

Varadero_be
01-31-2008, 03:23 AM
This night sky looks really TF2 style!

Snipergen
01-31-2008, 06:12 AM
I still wouldn't make it that dark, dusk dawn or something would fit better.

ryodoan
01-31-2008, 07:34 AM
I think a night map could be fun, the streak of rockets flaring across the map, the glowing sniper dots.

Scotland Tom
01-31-2008, 09:10 AM
I like the idea of a nighttime map, but I think I'll have to somewhat agree with Snipergen. I'd find a way to add a bit more light to the environment by making it late dusk/early dawn or even making it a full moon. Some way to get some environmental light, but still keeping the stars in there because they look cool.

drpepper
01-31-2008, 09:37 AM
make the skybox as high as possible and make the moon out of brushes so i can hit it with rockets please.

Keir
01-31-2008, 10:02 AM
wow this looks really cool:w00t:

Snipergen
01-31-2008, 10:27 AM
make the skybox as high as possible and make the moon out of brushes so i can hit it with rockets please.

Lol and it breaks because its from wood like the cows on 2fort :thumbup:

Buddikaman
01-31-2008, 09:05 PM
I still wouldn't make it that dark, dusk dawn or something would fit better.

Snipergen, this ones for you buddy.

http://img115.imageshack.us/img115/8523/rock2fuckupsky1jp7.jpg


For some reason my skybox is being shaded within hammer, breaking the illusion of a seamless sky. It didnt do that to me originally, anyone know whats up? Ill have to redo it anyways, its way over saturated, the gradients end to abrubt, the clouds look lifeless, and its to rainbow for Rock2.

Thanks!

-Buddikaman-

Snipergen
02-01-2008, 02:09 AM
Oooh It's beautifull!!! Really really nice! Just the yellow to orange and BAM, a nice mood and skybox. Great job man!

Youme
02-01-2008, 02:23 AM
The skybox looks nice :D
but that building has some serious lighting issues

Buddikaman
02-01-2008, 02:43 AM
but that building has some serious lighting issues

Its placeholder lighting youme, lighting comes last, takes to long to compile :thumbup:

-Buddikaman-

Youme
02-01-2008, 06:32 AM
Thats ok then. You will need to make sure that your light_env has a suitable colour to match the skybox. Also if you have a fog controller it should be coloured similar to the sky colour at the horizon.

Buddikaman
02-02-2008, 03:43 PM
This post has been removed.

-Buddikaman-

Noggin
02-02-2008, 03:48 PM
Thats a nice sky there, now get that map out already :)

Buddikaman
02-02-2008, 10:49 PM
Finished the skybox texture today, minus the cloud materials. Looking for crits/suggeestions!

Youme- Thanks for the advice, i went and added the lighting. Whats a good way to set up the fog controller?(3d skybox, settings, ect)

Snipergen- I made it look more dusk/early morning, does it still retain the night time feel?

http://img409.imageshack.us/img409/2149/rock2fuckup0007te2.jpg

http://img153.imageshack.us/img153/9579/rock2fuckupsky1vn0.jpg

Cheers!

-Buddikaman

Crimson
02-03-2008, 02:23 AM
Oh man, that is gorgeous. That fits the TF2 styling right down to a T, and conveys night well.

Snipergen
02-03-2008, 04:14 AM
THATS IT!! Thats close enough to what I mean. Great great job. Now please, continue ;)

roninmodern
02-05-2008, 10:32 AM
This looks great, and I love how you're keeping with the stylized look of TF2. So many of the mappers out there aren't doing that and it honestly disappoints me,

What you've done looks like it took a lot of effort!

Youme
02-05-2008, 10:53 AM
Well the background texture looks good, but the clouds over the top don't look quite right, The strong coulds in the center of the screenshots look very 'photoshop liquified' (like the smudge tool) whilst the fainter ones around the edges look great. I'd suggest tonight you take a few pictures of clouds (no just at dawn/dusk times) then adjusting the colours in photoshop (or whatever you are using). Once the colours match and you've got it at a decent opacity and it looks right, paint over it slightly to give it a little more TF2 feel. The TF2 skys are quite realistic if you notice.

About the fog controler, find the entity and give it a start distance of 0 and an end distance of somewhere between 5000 and 20000 depending how thick you want it. pick two colours that are similar to the horizon colour for the two colours. then just copy/paste certain bits of that info into your sky_camera.
For the light_environment - its up to trial and error. if the moon is visible then you will want the light coming from that angle, if not then from the horizon. As its that dusk type lighting you will probably also want a high difuse on the lighting. i think its sun spread angle, a high value will be best (not sure what values it works with, try values starting from 10+)
Then of course, you want a shadow_control with identical angles to the light_env...

Scotland Tom
02-05-2008, 12:49 PM
I wasn't going to say anything because I'd rather see you work more on other parts of the map, but Youme brought it up... I agree that the clouds look photoshopped. Liquify, smudge... anyone who's used photoshop will be able to tell. Check the clouds from the Hydro and Granary skyboxes for more reference.

lerlerson
02-05-2008, 03:47 PM
Wow, that skybox is GORGEOUS, please tell me you're going to release it to the public!

Haas
02-05-2008, 03:53 PM
Damn that looks good!
Valve will steal it :P

Buddikaman
02-06-2008, 12:43 AM
To be honest, i half assed the clouds because i wanted to test a perspective theory on skybox creation that was causing the skybox to not appear seamless at its edges. I think i figured it out, so chances are ill probably go back and really make the clouds look good.

There is no real tutorials on proper skybox creation, it took alot of effort to figure out the workflow and get the colors right!

Thanks!

-Buddikaman-

Scoobingsthe2nd
02-06-2008, 01:58 AM
That sky is amazing I'm tempted to design a night map just to use it.

Buddikaman
02-09-2008, 01:59 AM
I plan to take another shot at that skybox in the future, am currently focusing on modeling, unwrapping, and texturing my props, as well as brainstorming up a few custom textures, as the more custom content in the map, the happier ill be.

Practicing cloud shapes, i created this as a material, heres a screenshot of a older darker version of the same cloud. It has a fairly intricate lightning/thunder system set up, including sound, which looks pretty sweet in game!


-Buddikaman-

Scoobingsthe2nd
02-09-2008, 03:42 AM
I'm not sure what I'm looking at utility wise.... That seems like something you'd wanna slap in a 3d sky box. It looks out of place though color wise.

Sacrifist
02-09-2008, 10:56 PM
I think you could just forget the clouds where the stars start in. Its a very nice sky dude. I hope you release it because there is a major lack of night time skies for TF2. That cloud you posted just above looks like a mushroom cloud from a nuke that went off in the distance lol.

Buddikaman
02-10-2008, 12:16 AM
Im thinking of writing a tutorial on skybox creation within photoshop, as there seems to be NONE whatsoever on how to do it. Yeah the cloud looks weak, i already fixed it, and pushed it farther in the distance.

I really really wanted to create a more dark and stormy skybox, but im so far behind on this project its ridicoulous.

Thanks!

-Buddikaman-

Buddikaman
02-10-2008, 05:50 PM
One down, many to go.

http://img166.imageshack.us/img166/176/toiletpaperuvcopyal8.jpg

-Buddikaman-

Snipergen
02-11-2008, 03:09 AM
Check your smoothing groups mate. Apart from that it looks that it will blend in the background very good, which I like.

Buddikaman
02-11-2008, 03:43 AM
Hehe, yeah already fixed that. Thanks!

-Buddikaman-

jamin620
02-11-2008, 09:06 AM
Hey, Mind if I use that storm cloud for my volcano/Glacier map?

DrHaphazard
02-11-2008, 01:10 PM
Wow your model work is really impressive.

The hazard suit model is a little too realistic i think for a TF2 style thing, although it would probably be an excellent stand-in for now.

Was wondering, however, if you were aware that there are several attempts being made currently at recreating Rock2. Certainly don't want to discourage you from continuing on, your map looks like its coming together well, but don't want you to go through all the trouble and find out theres already another rock2 on the market.

Oh btw I especially love your weight rack, the way the bar is bending from the strain. Absolutely in sync with TF2's cartoony style.

Buddikaman
02-11-2008, 04:23 PM
Hey, Mind if I use that storm cloud for my volcano/Glacier map?

Im not pre-releasing any more of my custom content untill after the map is out. Sorry man.

Was wondering, however, if you were aware that there are several attempts being made currently at recreating Rock2. Certainly don't want to discourage you from continuing on, your map looks like its coming together well, but don't want you to go through all the trouble and find out theres already another rock2 on the market.


Im aware of a few other versions of Rock2 coming out, my map is for my portfolio. Besides, players can decide which one they like best, if its mine- cool, if not- oh well, i learned alot making it.

Thanks!

-Buddikaman-

Youme
02-11-2008, 04:28 PM
I sincerely hope yours is the most popular, from the amount of effort you are putting in and from the few screenshots we've seen it looks very good :D can't wait

Buddikaman
02-11-2008, 05:28 PM
I appreciate that. Ive been surprised to receive such a positive gathering from people, as the map basically still looks like crap lol. :)

-Buddikaman-

Youme
02-11-2008, 05:44 PM
well we don't know that do we! the only screenshots you've shown either show unimportant areas of the map (like the out of bounds stuff we can see below the skybox images) or have been good looking screenshots of an early in developement map.
What you have given us is loads of great looking props to oggle at. which is probably why we like you so much :P

Buddikaman
02-11-2008, 11:51 PM
Texture- 75% complete
http://img168.imageshack.us/img168/245/bagjpgxh3.jpg

-Buddikaman-

Youme
02-12-2008, 07:37 AM
pretty cool. needs a vertical seam somewhere and a few more dirty areas.
will these be in an area the player can get to? even better - are they ragdoll?

drpepper
02-12-2008, 08:15 AM
pretty cool. needs a vertical seam somewhere and a few more dirty areas.
will these be in an area the player can get to? even better - are they ragdoll?

heavies training would be sweet.

DrHaphazard
02-12-2008, 12:22 PM
Yeah i agree, 2 vertical seams would probably look nice, although i think most punching bags only have one vertical seam. And yeah you need to throw some dirt on it and youll be all set. Looks absolutely amazing.

Haas
02-12-2008, 01:27 PM
are you going to beat studio in models? :P

Buddikaman
02-12-2008, 03:04 PM
are you going to beat studio in models?


Who's Studio?

Added a zipper, more dirty. Just needs creases, more strap detail, a new "red" logo, and were done.

http://img169.imageshack.us/img169/1484/bagjpght8.jpg
http://img169.imageshack.us/img169/2486/baguvjpghl9.jpg

-Buddikaman-

ryodoan
02-12-2008, 03:29 PM
If this thing does not rag doll, you have no idea how disappointed I am going to be.

Buddikaman
02-14-2008, 01:09 PM
Im not happy with the way the map itself is looking. After trying various texture combos I cant seem to find the right fit, as a prison it either comes out looking to realistic or to much like a stable barn. Im considering changing the style completely, and in doing so probably creating some new texture sets as well as more architectural props.

Heres a quick paint over.

Before
http://img301.imageshack.us/img301/4681/concept2lv4.jpg

After
http://img301.imageshack.us/img301/3484/concept1rj9.jpg

Whats your guys take?

Thanks!

-Buddikaman-

Youme
02-14-2008, 01:17 PM
the paint over looks good, you'll need those brick textures from well.
Another reason the top screenshot doesn't look very good: there isnt much variation, you have big spaces with the same texture and your brushwork isnt amazingly detailed

drpepper
02-14-2008, 01:20 PM
Im not happy with the way the map itself is looking. After trying various texture combos I cant seem to find the right fit, as a prison it either comes out looking to realistic or to much like a stable barn. Im considering changing the style completely, and in doing so probably creating some new texture sets as well as more architectural props.

Heres a quick paint over.

Before
http://img301.imageshack.us/img301/4681/concept2lv4.jpg

After
http://img301.imageshack.us/img301/3484/concept1rj9.jpg

Whats your guys take?

Thanks!

-Buddikaman-

the paint one looks good. and yea the top one looks like a barn. i think its doable with the textures right now. with the paint overlay i can see what you're trying to do. if you can pull it off, it will look amazing.

also, are you going to be publicly releasing those models for public use? ;)

Buddikaman
02-14-2008, 01:36 PM
Thanks man, honestly the top section will be a prop for the skybox, and will be much more architecturally detailed than that current paint over, so ill have custom texture it.

I really dont know if ill be releasing this stuff or what, altough once the map is out i just might.

-Buddikaman-

Noggin
02-16-2008, 04:55 PM
How about using the original TFC textures?

Maybe someone on these forums can make them a bit more TF2 style.

I noticed the bases in the new cp_badlands are very TFC style.

Buddikaman
02-16-2008, 08:26 PM
How about using the original TFC textures?

Yeah, I noticed that valve had a few new textures in Badlands. TBH it looks like all they did was take an existing texture and added more grunge to it...not impressed.

At same time, I really want to create some new texture sets, again, this map is just a way for me to practice and work up my skil set, i really want to add new stuff not just rehash everything.

Im also taking a game art class here in town with the lead artist of bioware as the instructor, hes aware of this project and is having me do things a certain way.

Thanks!

-Buddikaman-

Shmitz
02-16-2008, 11:01 PM
Im also taking a game art class here in town with the lead artist of bioware as the instructor, hes aware of this project and is having me do things a certain way.

I am now incredibly jealous.

Buddikaman
02-17-2008, 02:15 AM
I wanted to try using the existing materials one last time before starting from scratch. I created this peice, no lighting just purely conceptual.

http://img167.imageshack.us/img167/4114/concept2mi0.jpg

To me it looks to realistic to dark and gloomy, to boring. Looking for opinions, please, thats why im here.

Thanks!

-Buddikaman-

Narkissus
02-17-2008, 03:34 AM
It does look too realistic, doesnt have the goofyness that tf2 uses.
Might just be that brick texture though.

Snipergen
02-17-2008, 08:35 AM
Agreed with narkissus, tf2 has here and there some extra parts of a building for deco that stick out a bit and you think 'heh whats that for there' or something, ehm ill post a screen later :p

jamin620
02-17-2008, 08:42 AM
I think that looks great. the lighting makes it look painted, which seems in line with tf2 style.

Buddikaman
02-17-2008, 08:02 PM
I think im finished.

http://img210.imageshack.us/img210/9257/3dsmaxtest1th6.jpg

http://img505.imageshack.us/img505/185/3dsmaxtest2uy1.jpg

-Buddikaman-

Youme
02-18-2008, 01:08 AM
awesome! now make it more high res, it looks a little blocky (that goes for both model and texture)
:thumbup:

Buddikaman
02-18-2008, 01:41 AM
Yeah i made it wayyy to low poly. I blurrred the texture cause it had alot of noise, ill mess with it more, but overall its gonna have to due heh!

-Buddikaman-

fartron
02-18-2008, 07:56 AM
I think that brushwork top you made was just too firm and institutional. It looks like an industrial age nunnery. TF2 looks goofy and rickety until you get to the goofy and solid spytech. I like that newer version, it has more of the whimsy TF2 needs in the structure. Maybe some pipes or chimneys or something implying that it's being used for something.

drpepper
02-18-2008, 08:29 AM
awesome. the model looks good.

Voztron
02-18-2008, 09:09 PM
Thats some good work there.
Its too serious, make it more quirky add some big spytech security cameras and spot lights to that entrance. Even a big neon sign with an arrow "One Way Ticket", goofy stuff like that will look cool.

Buddikaman
02-19-2008, 12:09 AM
Hey Voztron awesomes ideas man, i should of made it more quirkey TBH. From now on dude, its on.

BTW i got this fucker in game, thanks to everyone who helped!!! Still no lighting lol!

http://img118.imageshack.us/img118/396/3dsmaxtest1gw1.jpg

http://img102.imageshack.us/img102/4164/3dsmaxtest4ki7.jpg

http://img114.imageshack.us/img114/271/3dsmaxtest2ax1.jpg


-Buddikaman-

ryodoan
02-19-2008, 06:49 AM
thats pretty darn cool.

Youme
02-19-2008, 08:16 AM
wow that does look great, I think perhaps that the grooves in between the blocks in the two tall bits are slightly too big, but I'm nitpicking

Great work! :D

jamin620
02-19-2008, 12:19 PM
that looks good, but why did you bother to model it? it seems that you could have done that pretty easily in Hammer.

Buddikaman
02-19-2008, 12:32 PM
that looks good, but why did you bother to model it? it seems that you could have done that pretty easily in Hammer

Ya i guess your right haha. Well least i got something to add to my portfolio i guess.

-Buddikaman-

Snipergen
02-19-2008, 12:34 PM
Looks damn good to me :)
Retarded way to import models isnt it ;)

Shmitz
02-19-2008, 12:36 PM
I know this is a nitpick, but the rock intersecting those windows is bothering me from a logic perspective. Seems if there was a room up there that they were building adjacent to a rock, even with hewing the backside of the rock out for space, there'd be some brick and mortar between the rock and the window frame.

Buddikaman
02-19-2008, 01:07 PM
I know this is a nitpick, but the rock intersecting those windows is bothering me from a logic perspective. Seems if there was a room up there that they were building adjacent to a rock, even with hewing the backside of the rock out for space, there'd be some brick and mortar between the rock and the window frame

Your right it does look tacky, ill probably have to remove that rock altogether.

-Buddikaman-

Noggin
02-19-2008, 03:47 PM
tbh, the model looks out of place.

Are you basing the look/theme on old prisons?

Voztron
02-19-2008, 05:14 PM
I was going to pick you up on that rock by Shmitz beat me to it :(

The model is nice I like the idea, its just too neat looking. Needs to be whacky and goofy. Where is the ACME Eye In The Sky Camera Spy? More wonky stuff :D

Br4m
03-02-2008, 04:03 PM
Hey Buddikaman, any updates in the mean time? :)

Buddikaman
03-04-2008, 11:26 PM
Hey Buddikaman, any updates in the mean time?

This map is being completely redone as a collaboration between Shmitz and I. Shmitz will be taking over all mapping dutys, while i focus on generating custom props and envrionment art for the map. I will probably hold off on posting new screens untill we have something substantial to show, but so far we have some great ideas and shmitz has brought alot to this project. Our working together will most likely continue after this map, and the idea is to bring a new level of excellence to TF2 custom maps. Stay tuned!

-Buddikaman-

Noggin
03-14-2008, 08:12 PM
Are you guys going for Rock2 authenticity or a new spin (a la Badlands)?

Noggin
03-15-2008, 08:58 PM
How about this kind of sign?

I have the VMT/VTF if want it.

http://i182.photobucket.com/albums/x291/jagshrapnel/sign.jpg

R3dRuM
03-15-2008, 09:00 PM
Like the glare, not the sign, personally, I know tf2 is cartoony but that just looks out of place.

Scotland Tom
03-15-2008, 09:22 PM
I absolutely adore the reflectivity in those signs. On the other hand I'm not sure the font is correct for the "engraved sign" look. Yeah, TF2 has its characteristic fonts, but those are used in the UI and menu screens for the most part. When you take a look at some of the overlay signs they use fonts appropriate for the types of signs they are. Go ahead and use a nice clean font with sariffs. Copperplate Gothic or something along those lines would do nicely I think.

Also, the one sign is too big in my opinion. Usually these types of metal engraved signs are used as placards, not large directional or informative signs. Keep them smaller and make a variety of them! I'd like to see some that could be used as cornerstone markers, "EST. 1957" and the like.

ryodoan
03-15-2008, 09:54 PM
also, my additional critique is that I dont think Valve refers to Red or Blue as teams in any of the maps, it is the RED and BLUE companies or something like that.

Shmitz
03-15-2008, 10:16 PM
also, my additional critique is that I dont think Valve refers to Red or Blue as teams in any of the maps, it is the RED and BLUE companies or something like that.

Red Penitentiary, Blue Maximum Security =)

Buddikaman
03-16-2008, 03:46 AM
This map is as of now being scrapped for bigger and better things(ie more ambitious :p). Im currently working with Shmitz and Scoobings on a entirely new "themed" map concept, which being the only artist is alot of work. I guess i can show a few props for rock2 that ended up being scrapped ;/

Toilet

http://img341.imageshack.us/img341/3999/chain101rz5.jpg

http://img519.imageshack.us/img519/9369/chain013jg0.jpg

http://img341.imageshack.us/img341/811/chain011im8.jpg

http://img341.imageshack.us/img341/7674/compile1errorui6.jpg

http://img206.imageshack.us/img206/6280/compi2le1errorfq3.jpg

-Buddikaman-

Juice
03-16-2008, 04:21 AM
You should post that toilet. I need one for my map.

Snipergen
03-16-2008, 04:24 AM
Hahahahah this is awesome! Great job :D

Noggin
03-16-2008, 05:47 AM
I absolutely adore the reflectivity in those signs. On the other hand I'm not sure the font is correct for the "engraved sign" look. Yeah, TF2 has its characteristic fonts, but those are used in the UI and menu screens for the most part. When you take a look at some of the overlay signs they use fonts appropriate for the types of signs they are. Go ahead and use a nice clean font with sariffs. Copperplate Gothic or something along those lines would do nicely I think.

Also, the one sign is too big in my opinion. Usually these types of metal engraved signs are used as placards, not large directional or informative signs. Keep them smaller and make a variety of them! I'd like to see some that could be used as cornerstone markers, "EST. 1957" and the like.

Doh! I posted these in the wrong Rock2 thread!

I mean them as a replacement for the signs Sacrificist used.

Dox
03-16-2008, 09:24 AM
No floaters in the toilet, please! :P

Your Modeling prowess is top-notch, buddikaman, that chain thing is amazing.

Youme
03-16-2008, 09:27 AM
That chain is pretty cool, but I'm begining to think that this map will be 100mb+

Scotland Tom
03-16-2008, 11:14 AM
I'm gonna have to reiterate Dox's request: No floaters in the toilet please. Bleh.

Shmitz
03-16-2008, 01:00 PM
It grossed me out too, but then I thought, "Man, that model is effective!". =P

Noggin
03-16-2008, 01:13 PM
That was some turd.

Crimson
03-17-2008, 03:35 PM
So you guys arent making this map anymore?

Buddikaman
03-17-2008, 08:12 PM
So you guys arent making this map anymore?

Nah, were doing something more ambitious(all new theme, new gametype) which will look like nothing yet created, by valve or anyone else.

-Buddikaman-

Vilepickle
03-17-2008, 08:14 PM
Nah, were doing something much more ambitious(all new theme, new gametype) which will look and play like nothing yet created, by valve or anyone else.

-Buddikaman-

you shall conquer the world! \o/

Buddikaman
03-17-2008, 09:08 PM
you shall conquer the world! o/


Yep

Here is a WIP from the new map, its basically a new tropical theme, its a TC map and the plan is to change the gametype up a bit from how it is now. As far as custom content goes, there will be alot, possibly more than any other map. Shmitz is in charge of level design and layout, im doing environment art.

http://img210.imageshack.us/img210/4529/rock2fuckup0039sg7.jpg

-Buddikaman-

Scoobingsthe2nd
03-18-2008, 01:29 AM
Hey I'm helping >.<

Sacrifist
03-18-2008, 05:32 PM
Tropical theme ftw. Although, the source engine has always had big fps issues with tropical maps, I hope you guys can keep that aspect under control. Think you could change the title of this thread so people dont get it mixed up with our Rock2 map anymore?

Shmitz
03-18-2008, 05:41 PM
We'll start a new thread eventually when we have something more solid to show with the new project.

MrAlBobo
03-18-2008, 07:54 PM
a little while earlier in this thread you posted this dragon model http://img127.imageshack.us/img127/405/dragontf2nv3.jpg
is there any chance you could color it grey like a statue and send it to me? In a new map ive been planning, i intend to have an omnious bridge as a choke point, and a dragon statue to "guard" it would be amazing (if anyone gets the vague reference to dragonlance then you get a cookie :D)
so...anyways...be great if you could do that, but no problem if you can't

i intend to browse the rest of this thread for other amazing models

nef
03-18-2008, 11:34 PM
really? work on this has stopped? *sadpants*

Well, if you're not using them, would you mind if i used some of the ideas from here for my map? (It's better to ask than to just take!)

Thanks much.

Snipergen
03-19-2008, 06:10 PM
Sad to hear this, i hope you are more luck with the next map.

VelvetFistIronGlove
03-30-2008, 11:37 AM
Red Penitentiary, Blue Maximum Security =)

Or: "Re-Education Detention" and "Baddies Locked Up" (Two competing prison corporations) :p