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View Full Version : Goldrush and Badwater's development - pics!


YM
02-04-2009, 11:18 AM
So I sent a few more questions off to Dario Casali and he sent back a responce and some pictures of early goldrush and badwater alphas.

Here's what he had to say:
Whilst I think another mammoth set of questions is unlikely I've collected a few more that have popped up since the first lot:

-You're able to modify your maps and have them tested in a very short space of time, do you utilise this ability and produce many, many versions or do you tend to conserve changes so each version is significantly different to the previous?

Earlier on in a map’s cycle, changes will be larger, but as a map progresses, we tend to prefer small, fast iterations between frequent playtests.
Sometimes it takes more data to decide on bigger issues. For example, for Goldrush, we spent quite a few playtests collecting opinions on the return time delay of the cart. Instead of making small changes that may not have been appreciable by the testers, we collected a series of observations that ultimately led to one change (reducing the return delay time from 60 to 30 seconds) that ended up working pretty well.

-It's been hinted at in an interview that valve are working on a new payload map for a future update, are you keeping the payload gamemode to yourself or allowing someone else to take the reins?

I can’t give away our upcoming releases but I’m working on another map that you will learn about shortly!

-Several users, including myself, have expressed an interest in seeing early screenshots from the development cycle to see what sort of things have changed; do you have anything like this?

I’ve attached some screenshots of early stages in Badwater Basin and Gold Rush. As you can see, they both changed a huge amount from initial concept to shipping version!!

-When roughing out maps initially what influences where you place health and ammo packs, and what sizes they are?

There aren’t really hard and fast rules for where to place packs, I usually guess at where the SG positions will be and put metal there. The amount of metal depends on how easily I want the SG built and maintained there. Also to consider is spy cloak recharge and heavy weapons ammo. Health packs are usually small near the base, and larger in contested spaces. I usually don’t like to put much health in the SG metal areas so they don’t become impregnable.

-Do you always approach mapping alone or are there occasions when tackling a map as a pair or small team works better?

Usually it’s one guy at a time, except when it’s time for the art pass, at which point, a couple of others will jump in and help. We find the best thing to do is to discuss playtests as a team, identify problems, and some potential solutions. Then the map owner has the discretion of fixing the issues the way they see fit. The map builder usually knows the map best and can make more educated tradeoff decisions. As long as the issues that are brought up are addressed, the actual solutions can be implemented by one person.

Really appreciate you answering so many questions; you've been great, thanks!

And here are the pictures:

http://farm4.static.flickr.com/3456/3252897277_f4a3f659ce_o.jpg
http://farm4.static.flickr.com/3090/3253724172_397fe25091_o.jpg
http://farm4.static.flickr.com/3412/3252897503_f6844a7f6b_o.jpg
http://farm4.static.flickr.com/3377/3253724430_09a6b22219_o.jpg
http://farm4.static.flickr.com/3058/3253724528_e5f8e1a8fa_o.jpg
http://farm4.static.flickr.com/3316/3253724610_038e2c4c32_o.jpg
http://farm4.static.flickr.com/3324/3252897933_8cd7d986fb_o.jpg
http://farm4.static.flickr.com/3488/3253724808_64c3044961_o.jpg

Spike
02-04-2009, 11:25 AM
Cool

2nd pic zone has changed a lot!

GrimGriz
02-04-2009, 11:28 AM
I’ve attached some screenshots of early stages in Badwater Basin and Gold Rush. As you can see, they both changed a huge amount from initial concept to shipping version!!

Actually, I'm surprised at how little they've changed. Most of the changes seem to have been cosmetic from this point in development.

Thanks for sharing Youme.

Randdalf
02-04-2009, 11:31 AM
Gold rush really looks like a Hunted map.

Icarus
02-04-2009, 11:51 AM
I think they were planning that way.

Payload was supposed to be their response to players demanding a "Hunted" mode, so they may have had other versions entirely.

Thanks youme, this was great.

I'm surprised at how much different they are! They have bunkers everywhere!

laghlagh
02-04-2009, 11:51 AM
So they were planning some sort of arabic art style/architecture for goldrush?

HeaH
02-04-2009, 11:59 AM
Eww, castles.

Anyway, Dario is great :D It's awesome that he keeps answering our questions :)

/EDIT, Wow, yeah, Goldrush really looks like a hunted map :o Those cap points, that's not payload caps.

Username
02-04-2009, 12:06 PM
Wow. Goldrush made me think I was in Prince of Persia. It's kind of encouraging, seeing the maps this early. That looks like how far I've gotten in mine. :D


EDIT: On second glance, it looks like Goldrush was originally a flag push map. Interesting.
EDIT2: Do we have those white dev textures? Spiffy! :D

Vigilante212
02-04-2009, 12:09 PM
Yea cool, im glad they changed them though lol

Spike
02-04-2009, 12:22 PM
Hunted is comming soon

NovaSilisko
02-04-2009, 01:21 PM
Wow, that looks so different then the final.

/captain obvious =p

ClydeJr
02-04-2009, 01:30 PM
I recognize where all the shots come from except the 2nd one. Is that Goldrush 3-1?

YM
02-04-2009, 01:32 PM
I recognize where all the shots come from except the 2nd one. Is that Goldrush 3-1?

yup, 3-1, where the bridge is gone and theres a tunnel under the building... remarkably different!

Icarus
02-04-2009, 01:35 PM
I'm more and more beginning to think this used to be a flag push map ala Avanti.

If you take a look at where the payload usually spawns in pic 2 and 4, you see a plank platform instead. The end cap is too small for a CP, and the tracks couldn't fit through the paths in the 1st pic.

Fogold
02-04-2009, 02:53 PM
The Goldrush early screenshots look so dramatically different from the final, but Badwater looks pretty much the same, excluding some visual changes. Great to see them though

ratclaw
02-04-2009, 02:54 PM
With a few exceptions the basic structure of the map seems unchanged. I was kinda expecting something looking radically different.

Nineaxis
02-04-2009, 03:19 PM
Looks like for Gold Rush they just ported a TFC map, put in TF2 style displacements, and tested it from there...

TMP
02-04-2009, 04:19 PM
And now we need to make a push_goldrush now :D.

Sorry, but I like the way it looks! We need it!

dirtyminuth
02-04-2009, 07:53 PM
Great info, Youme! We're peering into the hearts and minds at Valve, and it looks good. Delicious, one might say.

grazr
02-05-2009, 01:48 AM
Yea, gosh. Those development pics remind me so much of the old TFC desert maps. It's uncanny. A much more informative response this time too.

I was hoping to see early development pics of the first area of Badwater, but i guess we can't have everything! :p

I'm glad i checked around, otherwise i would have missed this.

Armadillo of Doom
02-05-2009, 09:31 AM
Great info, Youme! We're peering into the hearts and minds at Valve, and it looks good. Delicious, one might say.

I would like to remind everyone that as a rule, eating people is bad. That goes doubly so for the people working at Valve. If you really need to satisfy a craving for hearts/brains, go munch on some EA executives ;) Those are some pretty cool screens though. It may be early development, but those could easily qualify as beta, lol.

Shadow Monkey
02-05-2009, 09:35 AM
Yess, they looks really like TFC.....

THANK YOU FOR SHARING YOUME!

Rexy
02-05-2009, 10:05 AM
Very cool!

And just reading over the interview, it's nice to know that the process we do here is very similar to what the guys over at Valve are doing. That's very cool!

Mar
02-19-2009, 12:32 PM
I'm a new mapper, and I haven't been able to find those grid textures ( on badwater) they are using, or that blu one for the goldrush castle.

I've only managed to find orange grid paterns and 2 gray ones under the dev keyword. Where can I find/ What are the red, blu, and white grid pattern textures called?


They also had a demoman and a heavy standing around the map. How would you do this, seeing as this would be great for size reference.

YM
02-23-2009, 05:11 AM
the grid from badwater is a reflectivity test texture, I think hes using '30' (they come in incremental steps from 10 to 100) if you filter "dev" in the filter field and scroll down you should find them, make sure you havent got the keyword "tf" on otherwise you wont find them, I think the blue from the goldrush ones is just a normal tf2 texture, if not I cant say what it is.

AntonJ3000
02-23-2009, 06:59 AM
I'm a new mapper, and I haven't been able to find those grid textures ( on badwater) they are using, or that blu one for the goldrush castle.

I've only managed to find orange grid paterns and 2 gray ones under the dev keyword. Where can I find/ What are the red, blu, and white grid pattern textures called?


They also had a demoman and a heavy standing around the map. How would you do this, seeing as this would be great for size reference.

The demoman, sniper and heavy is a prop_dynamic (or static or whatever you want to use, I use dynamic cuz it looks sexy in-game.)
With the model set to the player/heavy.mdl

Cerious
02-24-2009, 09:17 PM
I've found another Valve map development pic, which you guys may have seen before: http://valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf on page 65. Different devs have different alpha styles, so it might be interesting to post this.

The Political Gamer
01-22-2010, 09:28 PM
I've found another Valve map development pic, which you guys may have seen before: http://valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf on page 65. Different devs have different alpha styles, so it might be interesting to post this.This is a must read. Made me rethink how to theme both iron and assembly.

nik
01-22-2010, 09:38 PM
this is actually spectacular!

I love to see how valve does it.

Terr
01-23-2010, 02:45 AM
Remember you can use point_devshot_camera (http://developer.valvesoftware.com/wiki/Point_devshot_camera) to create neat visualizations of your map revisions over time, as seen with the viaduct timelapse (http://www.teamfortress.com/post.php?id=2754).

zpqrei
01-23-2010, 06:49 AM
Epic bump.

Jonah
01-23-2010, 08:23 AM
I am disappoint