View Full Version : Premuda
eerieone
06-03-2009, 07:46 AM
Premuda (CTF) - WIP
by Eerieone
Email: michalakwojtek@googlemail.com
Current Version: B1b
Invade CTF
That is my entry for the Annual TF2Maps Mapping Contest
Iīm trying out a new environment, fishermen-village on a dry mediterranean island.
Set on the island of Premuda in the Adriatic Sea,
Blu tries to pinpoint the Redīs main satelite dish to launch an aerial attack to destroy it.
CTF_Premuda_B1b [DOWNLOAD] (http://forums.tf2maps.net/downloads.php?do=file&id=1834)
eerieone
06-03-2009, 07:47 AM
some early screens
http://farm4.static.flickr.com/3392/3592317094_f812b9a26d.jpg?v=0
http://farm3.static.flickr.com/2460/3592317052_b0628363d9.jpg?v=0
http://farm4.static.flickr.com/3592/3591510315_3501d679cd.jpg?v=0
http://farm4.static.flickr.com/3300/3591510361_a8e8c33baa.jpg?v=0
http://farm3.static.flickr.com/2423/3592317234_a2961a2e45.jpg?v=0
http://farm4.static.flickr.com/3356/3591510493_f62f65f0ba.jpg?v=0
http://farm4.static.flickr.com/3628/3591510545_8bf0825ab3.jpg?v=0
http://farm3.static.flickr.com/2450/3592317402_5a0aa3cd52.jpg?v=0
http://farm3.static.flickr.com/2467/3592317442_9017b25c23.jpg?v=0
omfg it has started....
i know it will be sweet :D
but whats up with the sky?
eerieone
06-03-2009, 07:54 AM
custom, just started working on it :) donīt worry, will improve quickly
That intel looks amazing - it's like as if it was part of the game! The architecture looks great as well. Will keep watching this!
Lol, this looks just amazing. :P Can't wait to play it! :)
Shadow Monkey
06-03-2009, 08:02 AM
The intel is great :D
But maybe it looks bad in small rooms....
Fireman
06-03-2009, 08:09 AM
I LOVE your custom intel model. My only criticism would be that the radar antennae looks maybe a bit too long. I'm really excited to see how this one turns out.
i was under the impression that the intel model could not be modified :confused:
eerieone
06-03-2009, 08:14 AM
* Same goes for the flags. You can use a custom flag model, so long as it is easy to recognize.
i wanted the antenna to have a cartoony look and also to serve as indicator, so red can easily spot the intelcarrier
it´s not clear to see on the screenshots, but the antenna is turning slowly
my ceilings are high enough, so the dish doesn´t phase through
Dustoxx
06-03-2009, 08:21 AM
nice 'fishing nets' walls you got there!
my ceilings are high enough, so the dish doesnīt phase through
and doorways? :P
eerieone
06-03-2009, 08:58 AM
and doorways? :P
if you stand around in doorways all the time, i can´t help you :P
k, here a quick vid of the intel standing still and in action
these are early tests, the model phasing into the first persons fov has been corrected
(HD will be available as soon as youtube processed it)
YouTube - ctf premuda intel test
truly amazing eerieone. good job.
eerieone
06-03-2009, 09:25 AM
:)
btw, is there some way to block rain from raining inside?
Phobos
06-03-2009, 09:33 AM
The architecture of the buildings looks interesting. But is the roof of the satellite dish cp really open? Looks like an open invitation for a rocket jump cap.
Also, beautiful intel model. It fits the TF2 style so well, but why is a large med kit the power source? Placeholder texture?
eerieone
06-03-2009, 09:35 AM
the roof will be mostly closed off :)
the intel like a portable dispenser, healthbeam etc.
by making the intelcarrier more obvious to the eye through the model, he will get attacked harder, the regenaration is there to help him out a bit
Engineer
06-03-2009, 10:03 AM
Tou cant stop the rains from rainig inside, you just have to place rain entities so that they dont touch the roof. I think they are about 512x512 big.
eerieone
06-03-2009, 10:09 AM
is it 512Width 512Length 512Height? or is the height infinate?
DaBeatzProject
06-03-2009, 10:13 AM
Go Go Go eerieone! :D It looks awesome, although I have already seen the most. Keep it up!
Icarus
06-03-2009, 10:22 AM
How did you get the intel model to work? I thought you couldn't modify it, at least on pure servers (Most servers).
botboyx3
06-03-2009, 10:30 AM
Woah, that is totally awesome. I suddenly feel the need to completely scrap my entire entry and start over...
In the spirit of gracious professionalism, could you point us toward an intel modifying tutorial?
eerieone
06-03-2009, 10:31 AM
itīs not modified, itīs a normal prop_dynamic parented to the briefcase, and the intel is turned off (thx ABS) on mapstart/pickup/drop/return/capture
Randdalf
06-03-2009, 10:32 AM
You should change the picture of the briefcase on the HUD to the... majig.
eerieone
06-03-2009, 10:38 AM
wouldnīt know how to do that, thatīs clientside i think :(
if anyone knows how, plz enlighten me :D
A Boojum Snark
06-03-2009, 10:40 AM
itīs not modified, itīs a normal prop_dynamic parented to the briefcase, and the intel is turned off (thx ABS) on mapstart/pickup/drop/return/capture
Don't need those two, if you want to clean up your outputs a bit :)
Icarus
06-03-2009, 10:42 AM
That's actually very clever. I heard it was pretty buggy when Boojum made his humping frog, but I didn't know it would work so well.
A Boojum Snark
06-03-2009, 10:53 AM
The frog was way more than a simple intel replace, that's why.
eerieone
06-03-2009, 10:57 AM
Don't need those two, if you want to clean up your outputs a bit :)
why donīt i need those? doesnīt the briefcase reappear every time the state of the intel changes?
iīll give it a try later on
actually i have two models tied to the intel, one so it always stands upwards when not in play, and one so it sits correctly on the players back
transmitter_1 on / transmitter_2 off : at m/d/r/c
transmitter_2 on / transmitter_1 off : at p
A Boojum Snark
06-03-2009, 11:00 AM
It only reappears on drop and capture, and I'd think the positions could be taken care of with animations.
eerieone
06-03-2009, 11:03 AM
tried that, but the animation bugged out because iīm no expert, iīm glad i got it to work as it is :)
The Political Gamer
06-03-2009, 11:24 AM
I see a health pack on the Intel, will it heal you?
eerieone
06-03-2009, 11:30 AM
post #16 (http://forums.tf2maps.net/showpost.php?p=72325&postcount=16)
:)
DJive
06-03-2009, 11:48 AM
4 hours and 32 posts.. well done =)
all worth it this looks wicked.
Engineer
06-03-2009, 01:01 PM
BTW The rain entities have radius of 512. Just raise the entities 512 units higher than the roof. Just make sure your spacing them from each more or equal to 1024 to avoid unneeded overlap.
Shadow Monkey
06-03-2009, 01:21 PM
But, as you see in the video, sometimes you can look inside the intel.... (left side)
But, as you see in the video, sometimes you can look inside the intel.... (left side)
i think he mentioned that had been fixed.
DJive
06-03-2009, 01:32 PM
One thing i thought of is what happened when you take it indoors due to its overhead side.
Goign through roofs and such will make a weird graphic if someone is above =p
Tinker
06-03-2009, 01:35 PM
So will this trail something behind? The normal intelligence has a trail of papers behind it to indicate where the carrier went.
(Also, looking great!)
uma plata
06-03-2009, 01:37 PM
Very creative use of the intel! Love how the setting is shaping up too
eerieone
06-03-2009, 01:43 PM
@tinker: the papertrail canīt be turned off, and i implemented it somewhat into the model so it somehow makes sense, there is a small slot on the model, where a sheet of paper sticks out
@DJive: Iīm making the ceilings high enough so it doesnīt stick out when the player is standing. Should the player jump high enough, so that the dish goes through the ceiling/floor, i canīt do much about that...
weīll see how that plays out, shouldnīt be a major problem, since itīs only a slight graphical glitch, like seeing a pyroīs flamethrower sticking through a wall
if i see it it as too long after playtests, i will cut it down a bit
@pepper: there is still a minor issue, you see a part of the model, when the player crouches and looks straight down, need to find a perfect distance between solving this and still making it appear as if the transmitter is on the characters back
weīll see.... :)
maggotrain
06-03-2009, 01:48 PM
Lots of props to you!!!
That intel is quite innovative and inspiring. It seems that other entrys are now expected to have something really new...
MrTwoVideoCards
06-03-2009, 06:04 PM
Finish making cashworks playable in performance rates.
eerieone
06-03-2009, 06:14 PM
No, I refuse to do that...
-.-
watch your tone, mister :P
did you ever need a short break from a project to get a clear head?
Mexican Apple Thief
06-03-2009, 07:34 PM
@tinker: the papertrail canīt be turned off, and i implemented it somewhat into the model so it somehow makes sense, there is a small slot on the model, where a sheet of paper sticks out
Is it possible to pakrat .pcfs?
SuperNerd
06-03-2009, 08:28 PM
Looking good... I have no chance now...
MrTwoVideoCards
06-04-2009, 03:16 AM
No, I refuse to do that...
-.-
watch your tone, mister :P
did you ever need a short break from a project to get a clear head?
No, because that sometimes can often lead to other started projects, then onto never really finishing your last one until two months have past. :D
Though it's looking good so far, I hope you optimize it before hand as you go along!
Sorry, I edited the post so it would actually be informative, and not to be a jerk. :D
An Icy Mouse
06-04-2009, 07:58 AM
No, because that sometimes can often lead to other started projects, then onto never really finishing your last one until two months have past. :D
/testifies to this. taking breaks stop stuff happening and starts new stuff that swallows the old stuff whole, never to be seen again!
eerieone
06-04-2009, 08:06 AM
ha, see, iīm working on csw at this very moment :)
just had to get the ideas for premuda out of my system :D
to be honest, cashworks as it is now at the first RC, is complete. there might be a few tiny issues with it, but i can imagine it can go final real soon.
the reddit community seems to LOVE IT
http://www.reddit.com/r/tf2/comments/8pnlm/ive_just_gotta_say_that_cashworks_is_the_shit/
No, I refuse to do that...
-.-
watch your tone, mister :P
did you ever need a short break from a project to get a clear head?
You guys remember what happened with Fishbus? With his side project, mm? And how his main project became a community map?
I'm on to you eerie.
eerieone
06-04-2009, 12:33 PM
Just to check with the rules, a dispensering thingy on the intel is allowed?
rules donīt state anything about that :)
plz plz pretty plz
Icarus
06-04-2009, 01:21 PM
I don't understand why you would want to HELP the intel carrier.
eerieone
06-04-2009, 01:27 PM
if i make the cappoint hard to reach and the intelcarrier more exposed due to the model, i want to give him a benefit to even out the odds
if it doesnīt work as intended, i can still get rid of the dispenser.
itīs just a concept i want to try
Very nice Proton Pack Intel model.
No really, it looks nice.
eerieone
06-05-2009, 01:49 PM
a little teaser :)
skybox, still painting on it
http://farm4.static.flickr.com/3388/3598795746_9b00efc00d_o.jpg
Looks a bit over-detailed, but DAYUM.
eerieone
06-05-2009, 02:10 PM
since the setting is on an island, there wonīt be much of a 3D-Skybox and it might feel empty with a too simple sky.... therefore the detail to make up for that :)
zpqrei
06-05-2009, 03:38 PM
Does look nice :D
Termaximus
06-05-2009, 04:31 PM
Tight work so far. Love the custom intel and can't wait to see what you do with your new theme.
Well despite everyone's praise for your custom intel I have a fist to shake at you.
I had exactly the same thing planned for ctf_slate and was gunna get snipergen to model a new spytech backpack type thing.. but you totally stole Mouse's thunder.
*Shakes fist*
Having said that, your new intel and new skybox do look totally awesome. and I just hope the map plays well so they're not wasted :P but I'm sure it will play great since you've proven yourself with cashworks.
What software are you using to paint your skybox? and what did you start with?
eerieone
06-06-2009, 06:01 AM
sorry for ninja-ing the idea :D
if you need the intel, just tell me :)
uhm
i made the skybox with terragen, so this was my start:
http://farm4.static.flickr.com/3568/3600445740_2b03cec210_o.jpg
i use photoshop and mah intuos3 to make it more cartoony
SuperNerd
06-06-2009, 08:32 AM
Dmn good skybox, If only I could make one like that...
eerieone
06-06-2009, 03:15 PM
Another Day, Another Update...
i´ve decided to make my own cap-points, so they fit the size of the captrigger i intend to use...
i would have used shmitz´s one, but the part sticking out collides with the player, hence might hinder a fast attack :/
to amplify the nervous type of gameplay, the cappoints are flashing
i think i will tweak the frequency of the lights, but i got it working
the caps come in neutral/red/blu
http://farm4.static.flickr.com/3326/3601638034_5f7338acd1_o.jpg
http://farm3.static.flickr.com/2461/3600825559_63e7a2748d_o.jpg
plus a vid :P
HD Available!!!!1111!!!1!1 :)
YouTube - ctf_premuda_capzone_test
Hot dang I need to learn to model!!
eerieone
06-06-2009, 04:11 PM
as long as itīs just geometry, it pretty easy. you certainly wouldnīt have a problem getting things done fast.
the most annoying part is the unwrapping and, like in this case, getting multiple textures and animations to work. this baby has cost me a whole day :)
TheDarkerSideofYourShadow
06-06-2009, 04:21 PM
Yeah, but it looks awesome. Think I already know who I'm going to vote for ;-)
Arnold
06-06-2009, 04:23 PM
very nice model good job :)
i must say i don't like the skybox atm somehow i sense the use of a photoshop filter.
eerieone
06-06-2009, 04:35 PM
@Arnold
no photoshopfilters have been used in the skybox, the clouds are edited by hand to look that cartoony... as said, still wip, the colors are too intesive atm, i just need to finish up painting the clouds, then color correction etc.....
@TDSOYS
the guy with the custom overload? :P
My question is, when you gonna release all those crazy models and skyboxes and textures! And the giant vault door for cashworks.
eerieone
06-06-2009, 05:25 PM
the vault will be released with rc2, so coming weekend
shipping with 4 skins (2 red/2 blu) and sound
i already released the custom lumberyard logos
everything iīve done now for premuda will be released as soon as i regard it final and it has premiered with my map :)
Lovely! Also, thank god those cap points do go at a near seizure rate. From that first pic I thought they'd go from red to blu to white to red.
On that note it seems dm_cyperpunk is due for an update.
Memento Mori
06-06-2009, 05:59 PM
is it 512Width 512Length 512Height? or is the height infinate?
I think the height is just where you place it from - if you put it low to the ground you will be above the rain. So put them underneath skybox.
Ezekel
06-08-2009, 06:37 AM
i applaud the idea of a dispenser on the "flag" for this style of gamemode. it'll encourage teamwork, as the attacking team will stick closer to the intel carrier instead of all running off their seperate ways.
- just like the dispenser on the payload bomb cart encourages people to stay near the cart
although, on the flip side this may let medics attempt to rambo the points (intel healing, natural medic healing and blutsauger combined)
oh... another thought: engineers might abuse this to be able to setup sentrys literally anywhere as they'll have an infinite metal source on to make use of.
eerieone
06-08-2009, 06:58 AM
although, on the flip side this may let medics attempt to rambo the points (intel healing, natural medic healing and blutsauger combined)
oh... another thought: engineers might abuse this to be able to setup sentrys literally anywhere as they'll have an infinite metal source on to make use of.
both would be valid tactics for blu, but the dispenser healing rate is not enough to survive an attack on the main point rambostyle :)
weīll see :)
i hope the "sticking together" plays out well and results ín more focused attacks as well as players seeking the intel as mean of help and not as burden
eerieone
06-08-2009, 01:18 PM
nkay....
more...
screenshots...
stage1 cap2
tweaked around the fogcolor and got a lightsetting iīm quite happy with
http://farm4.static.flickr.com/3598/3607498191_8ce90b5d9e.jpg?v=0
http://farm4.static.flickr.com/3329/3607498269_db13016d58.jpg?v=0
http://farm4.static.flickr.com/3596/3607498345_b251f91213.jpg?v=0
http://farm4.static.flickr.com/3639/3607498405_deb3434493.jpg?v=0
http://farm3.static.flickr.com/2460/3608314926_a6c788cc81.jpg?v=0
http://farm4.static.flickr.com/3400/3608314978_da1b60f680.jpg?v=0
http://farm4.static.flickr.com/3377/3607498747_25abfe7ca1.jpg?v=0
Much better. Looks alot less like a depressed, rainy backdrop. I found your first environment to be a bit of a downer on the soul.
Ah, ma petite chou-fleur. Wonderful skybox.
So apparently people like your map even though it's in super early alpha.
It's getting posted in other forums. (http://www.teamfortress2fort.com/forums/t/CTF_Premuda%5bWIP%5d-22480.aspx)
eerieone
06-09-2009, 11:16 AM
yay! publicity! :blushing:
Dustoxx
06-09-2009, 12:42 PM
wow, already looking gooooood!
eerieone
06-10-2009, 06:38 PM
did someone ask for spam?
stage2 point1
[sniperlanes will be hindered, just didn´t get to it yet :) ]
spent a whole day on arranging the displacements :D
http://farm4.static.flickr.com/3359/3615427874_95cbf62123.jpg?v=0
http://farm3.static.flickr.com/2432/3615427946_22b9ae48a5.jpg?v=0
http://farm4.static.flickr.com/3664/3614609987_771d27fd7e.jpg?v=0
http://farm3.static.flickr.com/2460/3614610055_34173a0e9a.jpg?v=0
http://farm4.static.flickr.com/3245/3614610119_997bcae7f7.jpg?v=0
http://farm4.static.flickr.com/3628/3614610169_0fc30835d0.jpg?v=0
http://farm4.static.flickr.com/3633/3614610211_0a84dc7cf4.jpg?v=0
http://farm4.static.flickr.com/3338/3614610259_dc6afa0970.jpg?v=0
http://farm4.static.flickr.com/3352/3615428352_b2413f49e4.jpg?v=0
http://farm4.static.flickr.com/3554/3614610499_737d438431.jpg?v=0
http://farm3.static.flickr.com/2437/3615428418_cf3c2995de.jpg?v=0
Ravidge
06-10-2009, 06:40 PM
I sure hope the gameplay is as good as the looks :)
A Boojum Snark
06-10-2009, 07:00 PM
I must be the only one that finds the overall color palette very disconcerting and unpleasing.
eerieone
06-10-2009, 07:20 PM
nope, you arenīt, iīm with you :)
need to tune hdr, as well as the overall color-strength
same goes for shadowdistanc/color
will do that as soon as i get the skybox done and can tweak that around
so, yeah, thatīs a rough layout of my lightsettings and mood, needs to be tuned to be less hurtful on the eye.
TheDarkerSideofYourShadow
06-10-2009, 07:34 PM
I swear there is a cloud lobster in your first picture. I'm afraid it is going to get me.
I swear there is a cloud lobster in your first picture. I'm afraid it is going to get me.
Can not Unsee...
ChickenHunter
06-10-2009, 08:02 PM
I swear there is a cloud lobster in your first picture. I'm afraid it is going to get me.
I see a pirate ship too
TheDarkerSideofYourShadow
06-10-2009, 08:10 PM
And maybe a pointing hand right above the ship.
Pyroguy
06-10-2009, 08:13 PM
It might be neat if, as you progress in the map, you "build up" the backpack, and then finally place it to transmit the coordinates to something off in the distance (a ship, island, I dunno). So, the backpack would start as a simple frame with maybe just a loose manual (explains the pages falling out, haha), and then add the printer, the battery, and the antenna.
ChickenHunter
06-10-2009, 08:23 PM
So, whoes up for some cloud watching? We can look at the formations while talking about philosophy and morals.
I actually like the map enviroment/color. gives it a unique feel
eerieone
06-10-2009, 08:24 PM
whoever can find the 20 animals i have hidden in the sky wins a free tour around imaginationville... :P
the intelidea is neat :)
might use it in teh future
ChickenHunter
06-10-2009, 08:40 PM
That was fun
http://i41.tinypic.com/s30y91.png
eerieone
06-14-2009, 11:12 AM
my middlename is mediawhore :P
i changed the direction of the light to reduce the overbright look in the 3rd area,
and because 3-1 will play in the island´s caves and i need light from that direction
http://farm4.static.flickr.com/3659/3624842179_31ae19578b.jpg?v=0
http://farm4.static.flickr.com/3346/3625660174_951025bd45.jpg?v=0
http://farm3.static.flickr.com/2442/3624842333_a125202323.jpg?v=0
http://farm3.static.flickr.com/2429/3625660302_1ac04c53ed.jpg?v=0
http://farm4.static.flickr.com/3297/3625660382_3acb15a565.jpg?v=0
nextup, caves and point 2-2
http://farm4.static.flickr.com/3543/3625660462_78159cd14b.jpg?v=0
http://farm4.static.flickr.com/3349/3624842629_3a14c6b1d1.jpg?v=0
http://farm4.static.flickr.com/3311/3624842761_f13237f1b3.jpg?v=0
http://farm3.static.flickr.com/2435/3625660846_ab9dccea90.jpg?v=0
http://farm4.static.flickr.com/3365/3625660914_33c781eca9.jpg?v=0
http://farm4.static.flickr.com/3360/3624869851_929e86ff2b.jpg?v=0
http://farm3.static.flickr.com/2340/3625688042_88462447e4.jpg?v=0
http://farm4.static.flickr.com/3335/3624869967_629e9e161c.jpg?v=0
uhm, yeah, and this small vid as an appetizer :P
YouTube - ctf premuda rotating dishes
k, now i´ll clip and do the rest stuff necessary for playtesting
....................
andysss456
06-14-2009, 12:21 PM
So unfair, this map is insanely awesome looking.
eerieone
06-14-2009, 01:08 PM
How did you make those?
the rotating dishes?
they are parented to a momentary_rot_button (http://forums.tf2maps.net/showthread.php?t=4107)
Holy god, everyone drop the contest! :O
This map is so insane, how can one win against this?!?
I loved Cashworks, looks like this one is gonna be twice as pwnsome. :P
I hate how people are already taking less interest in other maps because they see one that looks good. There are 3 Months left, people!
Don't get me wrong, this is a beautiful map and all, but people like that annoy me.
Why aren't you a judge? :P
No, the whole thing looks really nice, I hope we can play it soon! :D
Jonah
06-14-2009, 02:34 PM
This map looks absolutely amazing, however, I'm going to beat it :P
I hate how people are already taking less interest in other maps because they see one that looks good. There are 3 Months left, people!
Don't get me wrong, this is a beautiful map and all, but people like that annoy me.
Dont be afraid, I won't stop mapping for the contest. :P
It's only a way to say it's a very very very nice map.
eerieone
06-14-2009, 02:59 PM
i no way did i want to deter people from entering/continuing, that would be just plain awful and i would be a horrible person D:
i just thought that posting frequent updates and trying out new things/themes/models would fire up the contest and show that there is still so much to explore
and so far i love what i see incoming... tons of custom skyboxes/textures/intel-models/themes/ideas....the list is looong
to be honest, i doubted that what i started there would turn out very visually appealing, but when i fired up the new skybox and rounded the theme up by finetuning with some custom textures it just fell into place :blushing:
we´ll see next weekend how this will turn out gameplaywise, i hope good and i don´t have to shuffle the layout too much :P
Lss40
06-14-2009, 06:14 PM
Holy cow... D:
medcoren
06-16-2009, 09:03 AM
I must admit your dispensing intel looks amazing and the fact that it is dispensing is really great :) keep up thegood work eerieone
eerieone
06-16-2009, 04:37 PM
CTF_Premuda_A1
Stages 1&2
Download (http://forums.tf2maps.net/downloads.php?do=file&id=1681)
Donīt hit me for the filesize, massive custom content has its price
________
http://farm4.static.flickr.com/3647/3633023669_ccd2f8fcf0.jpg?v=0
http://farm3.static.flickr.com/2443/3633838102_d7beb0bc1a.jpg?v=0
________
A community map created by eerieone
Objective Blu:
BLU wins by bringing the Transmitter to the Capture Points. After the initial Capture the new Transmitter appears after 15 seconds on the captured point.
Objective Red:
Stop BLU from delivering the Transmitter. Standing on the middle of the CP blocks the Capture. Transmitter returns after 15 seconds.
_________
thx to DBP, andysss456 and yīall
Smashman
06-16-2009, 04:39 PM
Holy wow.
It's better than cashworks!
eerieone
06-16-2009, 05:21 PM
gotta bust that release, spanwdoors arenīt closing on new roundstart....
aaaarghh... buggy..
EDIT: JUST A FLUKE ON MY SYSTEM..... A1 is ok :) puh
Looks fruity. And no, I don't mean "gay." I mean it looks like if you inhaled the air, it would taste like Skittles.
Doesn't mean it doesn't look nice, though.
Icarus
06-16-2009, 05:48 PM
28MB?
Ridiculous, let alone for an alpha.
Ravidge
06-16-2009, 06:05 PM
If you're planning to update your alphas often I can see downloading 30mb of content get old REALLY fast.
But you probably knew/considered that.
eerieone
06-16-2009, 06:09 PM
28MB?
Ridiculous, let alone for an alpha.
sry man, that´s the way i roll, can´t work with bricks and placeholders
@ravidge:
i´m not one to push out 50 alphas and 30 betas
cashworks had dunno, 12 versions so far, i think thats acceptable
MungoKing
06-16-2009, 06:13 PM
Walking around, it seems like a pretty cool map, can't wait to see the setting fleshed out. Just a few graphical things, even though this is an alpha the map is too pretty to have such things :P
https://files.getdropbox.com/u/666791/ctf_premuda_a10001.jpg
There needs to be some blank sky under the current bottom of the skybox, as of right now it looks weird having the sea fade off into the distance and then clouds with weird square bottoms.
https://files.getdropbox.com/u/666791/ctf_premuda_a10002.jpg
I'm sure you know about this, but I figured I'd post it anyways. Not sure how to fix it though :(
https://files.getdropbox.com/u/666791/ctf_premuda_a10000.jpg
This is a screenshot of my view from being perched inside the rotating satellite dish above point 2-2. I don't think there'd be any real gameplay advantages too it, but you are completely hidden inside it, so just playerclip off the top of that.
Also, I forgot to take a screenshot, but when you are close to the water and down on the ground level you get this odd reflection type of thing on the right hand side of your screen, not sure what it is. Sorry I don't have a screen :(.
All in all it looks good, some real original stuff happening in here! Please remember to move your rain particles away from the buildings and playerclip those stairs! And one final thing, is that boat in the 3D skybox a custom model?
PMAvers
06-16-2009, 11:57 PM
Lookin' good, I gotta say. :D
Ran around it a bit solo, and noticed a few bugs with the HUD.
There seems to be one where, after ending a round in victory for the attackers and the team swaps, the HUD will still be pointing at the intel at "Home" in the second stage, instead of the first-stage one.
Tinker
06-17-2009, 04:12 AM
A few things after running through:
If you melee while carrying the intelligence, you'll see the intelligence in front of you. In some cases this looks cool; Medics, Spies, Demomen, Snipers, Heavies, Pyros all have a little dish above their head. But for Scouts and Soldiers the whole thing barges through your back apparently, looking really awkward :p
You can also see the edge of the intelligence and the dispenser beams when looking down, although this doesn't look really bad.
You don't get any points for capturing.
Raindrops coming through most buildings.
Is the door up the stairs in the stage 2 blu spawn supposed to open? Because it doesn't.
You can go through the rotating radar dishes as Demoman or Soldier.
A problem that carried over from cashworks I guess: ledges that look like you can rocketjump or just jump to, but you can't. This is especially bad in Stage 2 cap 2 on the left in MungoKing's last screenshot, and stage 1 cap 1 where there's a ledge that looks like you can jump to on the right, but when you try to jump there it clips you and you fall to your death.
The bit between stage 2 cap 1 and 2 feels like it could be a horrible Hydro-like chokepoint, but I guess playtesting will see to that.
Every single cap says "You have secured Command Point 1". I'd just remove those ugly letters :p
eerieone
06-17-2009, 06:33 AM
I will probably get rid of the dispenser-thingy
the beam doesnīt bother me, but i got some reactions saying its disturbing,
.... is there a way to change the beam or turn the beam off?
_______
second, the dispenser glitches out on the server
locally everything works perfectly, but as soon as its played on a server, the beam and healing effect sticks to the person who had the intel, even though he is not carrying it anymore :/
_______
for the intel hanging into the players view, i saw that on the soldier and pyro, need to move the intel further away from the carrier even more :(
_______
for the clipping part, there are several buildings on goldrush and dustbowl that should be jumpable, but they ainīt, people learn that and then it doesnt bother them anymore, but maybe i can make it more obvious
_______
the boat in the skybox is the freighter from granary, just way closer then on granery
_______
the second door in blu spawn on top isnīt supposed to open, just forgot to give it the no-access skin after roundchange
_______
the roofs will be leaky, i will make some overlay that looks like a leaking spot in the ceiling etc.
_______
is there a way to turn off the "command point" messages?? they annoy me too
:) thx for testing
LunchBox
06-17-2009, 07:28 AM
Wow! Looks like it will be a great map
Fearlezz
06-17-2009, 08:01 AM
Okay, running through this map right now, this is what I have to say about it:
First things first, the colors in this map attracted me to download it. Even though I dont like the red fog against the blue skybox texture at all. And I really hope you are gonna do something about that skybox btw, it looks really fucked up and I hope u know it. :P
Also I noticed this in Blus spawn, ugly red fog is ugly
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10001.jpg
First thing that I noticed when picking up the transmitter was the dispenser beam, very nice idea. I like that alot.
And also, when carrying the flag and moving on I was about to jump over here, but then jumped right into.. a invisible wall? And fell and died. :p Create something there so its noticed that you cant jump over there.
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10002.jpg
And speaking of falling into your death while carrying the flag, maybe you can use some kind of trigger or something that detects that if a player that carried the flag died in a area where other players can not pick up the flag again, the flag timer (how long until reset) should then change to 1 second or less. So players dont have to wait around to get back into the game. Not sure if its possible, but hey, its worth the try!
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10003.jpg
When on my way the second point, I saw this, and I didnt see the glass at first, so I was like, omg, ill fall unless I walk on those support beams! So, maybe change the glass texture?
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10004.jpg
Now lets talk about stage 2. I really admire how you designed this area, you did the displacement all right and everything, great work!
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10005.jpg
Now whats this little black thing in the sea? I guess you have no clue? Well, this is a bug when a player is too high above water, you cant do anything about it then lowering the areas where this appears.
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10006.jpg
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10007.jpg
Also, I got stuck here:
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10008.jpg
http://files.getdropbox.com/u/826204/premuda/ctf_premuda_a10009.jpg
So overall, its a excellent start, but the visual problems I mentioned are critical that you adjust, unless this is something you really want.
Great work so far!
Smashman
06-17-2009, 09:11 AM
I've noticed a few small bugs.
You can stand on this tiny ledge.
A bit weird imo.
http://axal.clanofdoom.co.uk/premudabugs/ctf_premuda_a10000.png
http://axal.clanofdoom.co.uk/premudabugs/ctf_premuda_a10001.png
http://axal.clanofdoom.co.uk/premudabugs/ctf_premuda_a10002.png
If you look up you can see the dish, although not really a problem, I thought I'd point it out.
http://axal.clanofdoom.co.uk/premudabugs/ctf_premuda_a10003.png
And the already highlighted melee problem.
The scout and his bat seems to clip through the worst.
http://axal.clanofdoom.co.uk/premudabugs/ctf_premuda_a10004.png
VERY nice so far!
eerieone
06-17-2009, 09:40 AM
thx for the great feedback
about the fog, i know it looks odd inside, thats why i will work with windows and such to make it feel more natural
the thing in the water... i seriously dont know whats up with that :(
all i can guess atm is that itīs because its just skyboxwater beneath the map and it bugs out
i know i have to make the inaccessable areas more clear, but sometimes iīm lazy about that :/
An Icy Mouse
06-17-2009, 09:45 AM
You can have indoor fog and outdoor fog, just have a big trigger brush in certain buildings that changes the fog_controller in use. :)
eerieone
06-17-2009, 09:50 AM
wouldnīt that effect the players that are outside too? or would that be just clientside?
An Icy Mouse
06-17-2009, 09:56 AM
Well they do it in L4D so I imagine it's client side.. although now you suggest it I don't know :/
try it with bots and if it works with bots try it on _a2
Jonah
06-17-2009, 10:00 AM
wouldnīt that effect the players that are outside too? or would that be just clientside?
I highly believe it's client side because they did that in 2fort.
Hellfire
06-17-2009, 10:46 AM
made a ran through
well..about some issues(havent read the thread so they may have already be noticed)
>rain inside buildings (4.ex. stage1 bluspawn
>to high antenna in the flag model,when u hide behind some brush restoring health this thing sticks through it, rotation amkes things even worse
>unlimited ammo may overpower some classes like heavies and health may overpower rocketjumping soldiers
and here goes some screenshots
flubber
06-18-2009, 04:53 AM
Heatmap : http://psychostats.canardpc.com/mapheat.php?id=86
Finally a push ctf, with playable distance between points, and where rounds are during more than 2 minutes. We loved the a1, can't wait for the next release. For any testing you know where to find us.
The Gentlemanne
06-18-2009, 12:42 PM
I loved playing the map as a whole(the only problem being that I played on a very high ping server :p) and it has helped me in the making of my own push ctf map that I plan to unveil in the coming weeks
>8< | Spider
06-18-2009, 04:35 PM
I realy like the use of fog you have going on in this. That's a really underused tool IMO, sort of gives it a slight eeriness to it. Can't wait to try the "finished" version.
...sort of gives it a slight eeriness to it...
He is Eerieone after all...
ba... dum...
... tish...
:c
He is Eerieone after all...
ba... dum...
... tish...
:c
http://www.instantrimshot.com/
eerieone
06-20-2009, 04:54 AM
i was wondering if itīs possible to do that:
atm the match ends if the time runs out, would it be possible to keep the match running as long as blu has the intel? like on payload, when time runs out but the people keep touching the cart?
Zanpa
06-20-2009, 05:29 AM
I think it's already like that in regular CTF, no ? So long as the intel is not returned to base, it keeps the game running (overtime).
Jonah
06-20-2009, 05:34 AM
i was wondering if itīs possible to do that:
atm the match ends if the time runs out, would it be possible to keep the match running as long as blu has the intel? like on payload, when time runs out but the people keep touching the cart?
I'm pretty sure this is possible somehow, but I'm not exactly sure how, as I'm no entity guru.
SuperNerd
06-20-2009, 08:18 AM
i was wondering if it´s possible to do that:
atm the match ends if the time runs out, would it be possible to keep the match running as long as blu has the intel? like on payload, when time runs out but the people keep touching the cart?
Theoretically, easy:
on the team_round_timer entity:
OnFinished > logic_winround > trigger
on the logic_winround (trigger_logic) entity:
OnTrigger > game_round_win > RoundWin
on the flag entity:
OnPickup > logic_winround > disable
OnDrop > logic_winround > enable
OnCapture > logic_winround > enable (but do it after adding time)
in summary:
When the time runs out, the round timer dumps an output to the logic_trigger (logic_winround in this case) telling that red should win.
If the flag is picked up, the logic is disabled and cannot be triggered.
If the flag is dropped, the logic is enabled and can be triggered.
Note: this can be changed to OnReturn to allow people to pick it up in overtime.
I'm pretty sure that if the round time is 0:00 (which it is always when in overtime) that is will always send the OnFinish output until a win/loss is decided.
If it doesn't work, then add this:
On the team_round_timer entity:
OnFinish > logic_timer > FireTimer
On the logic_timer (logic_timer) entity:
Class Info:
Use Random time : No
Refire Interval : 3
OUTPUTS:
OnTimer > logic_winround > trigger
OnTimer > logic_timer > ResetTimer
And now that I've thought up that, I'll put it in mine.
Make sense?
eerieone
06-20-2009, 10:12 AM
Ok, implemented it, and i needed the second part with the logic_timer to make it trigger the roundwin
BUT:
it made the level crash at first, so here is the fix:
Logic_Timer
Start Disabled: Yes
Refire Interval: 1
then
team_round_timer
OnFinished-->Logic_Timer-->Enable
game_round_win
OnRoundWin-->Logic_Timer-->Disable
eerieone
06-20-2009, 10:38 AM
hmmm, not working perfectly, lets say cp1 gets captured in overtime, it triggers the roundwin, although time has been added
any ideas?
Icarus
06-20-2009, 02:32 PM
In between captures, the HUD points at the wrong Intel spawn. Didn't really help with the already confusing map.
eerieone
06-20-2009, 02:44 PM
Has been already adressed, i had the intel of stage 2 already activated, so it mislead the compass... as always sth that didnt happen locally :/
for the fps drop...
iīm looking into it, i think its the vast amount of water the pulls down fps
i wireframed through the sections before release, and there is more geometry in a single section of cashworks than in the entire level atm, so the geometry cant be the problem
....
meh, always these nasty problems :)
Icarus
06-20-2009, 02:46 PM
That's not what I meant. Even on stage 2, capturing the first CP, the HUD still points back at spawn.
eerieone
06-20-2009, 03:03 PM
But thats the weird thing :/
everything is set up like in youmeīs prefab
when intel3 is caputred, it gets disabled and cap_3 gets disable, and that with every point....
i wouldnīt know what to do about that, any hints?
Icarus
06-20-2009, 03:07 PM
Don't rely completely on prefabs :)
What I did with vector is set up a point_teleport underneath the first CP. When the first intel is capped, teleport it under the CP before disabling it.
SuperNerd
06-21-2009, 12:12 AM
hmmm, not working perfectly, lets say cp1 gets captured in overtime, it triggers the roundwin, although time has been added
any ideas?
Only reactivate the logic_winround (logic_trigger) after the flag respawns (15.01 seconds if using default timing).
That should give it long enough to figure out that there is more time.
Plus, have it stop the logic_timer countdown (Toggle or something).
I only thought that up in theory.
That's not what I meant. Even on stage 2, capturing the first CP, the HUD still points back at spawn.
It's because the new flag hasn't been activated so it's telling you where the next flag will appear (and it thinks it's the last point)
You could try having:
With flag1
OnCapture > flag2 > Enable > Delay (0.01)
OnCapture > flag2 > Disable > Delay (0.02)
Therefore, making the HUD point to where the last flag was activated (at the new CP)
FLOOR_MASTER
06-21-2009, 03:56 AM
We've run a1 on 2f2f several times over the past few days. Wins/losses appear to coincide with whichever team is stronger, so there aren't *major* balance issues. Stage 1 seems very solid, though the CP 1.1 building is slightly difficult for BLU to access (maybe widen the staircase leading up a bit, for starters?). Stage 2's second point is on the difficult side. It's very easy to lock down both entrances to the final area. The main entrance is very narrow and BLU doesn't have much of an opportunity to see what's around the exit. The side path (with the ramps) can be controlled with sentries/stickies/pyros, especially with RED's height advantage. I'm not sure what's best yet - I'll continue to observe gameplay and see if I can make better suggestions later, but I just wanted to make you aware of it.
eerieone
06-21-2009, 04:04 AM
iīve build in another sidepath to cp 2-2 and made the top exit a windowed shack to prevent spamming from red and giving blu a more secure view on whats going on at the point, hope that helps with the issue, iīm also implementing more railings for less pit of deathness, althought honestly, i only fell once in on last gameday :)
Delusibeta
06-21-2009, 09:25 AM
Major moans: the HUD arrows are broke and point at the wrong point.
Also, too many pits of death. One pit in particular, on the inside of a cliff bend, near the first intel of the second stage, I fell into at least five times.
eerieone
06-21-2009, 06:11 PM
Iīve set up Icarus entity-system (genius), so the hud should bug out anymore in a2
will probably release a2 during this week, weīll see :)
Yourself
06-21-2009, 07:06 PM
So, after hearing about the intel trick, I decided to do something stupid.
http://www.ultimatepronoun.com/images/TF2/flag_tests0000.png
http://www.ultimatepronoun.com/images/TF2/flag_tests0008.png
Good times.
eerieone
06-21-2009, 07:16 PM
to even the odds, give the enemies 5 dispensers as backpack, oh, and one scout needs a teleexit on his back, so he can run ahead and be of great use to heavies who want to flank the enemies
The Political Gamer
06-21-2009, 07:21 PM
What the!?
The Level 4 sentry! It's real!
SuperNerd
06-22-2009, 06:38 AM
I wonder how many sentries and dispensers you could parent to the one intelligence...
Fearlezz
06-22-2009, 07:58 AM
It's time to kick ass and chew bubble gum. And I'm all out of gum.
http://files.getdropbox.com/u/826204/sentry/killerflag0002.jpg
http://files.getdropbox.com/u/826204/sentry/killerflag0003.jpg
http://files.getdropbox.com/u/826204/sentry/killerflag0006.jpg
http://files.getdropbox.com/u/826204/sentry/killerflag0004.jpg
http://files.getdropbox.com/u/826204/sentry/killerflag0008.jpg
/me contemplates parenting his entire map to his intelligence to see the result.
eerieone
06-22-2009, 12:02 PM
derailed thread is derailed, but i love it :D
captainAngry
06-22-2009, 09:02 PM
I played this map today and we ran into a problem where someone was permenantly being healed. I;m not sure exactly what happened but it seemed like we somehow ended the round while he was holding the intel and then the next round forward it was as if he was always wearing the intel with the health buff.
The intel still worked as normal and beyond this guy being hard to kill the map continued to function like normal. I will post the demo tomarow morning so you can see exactly what happened.
uma plata
06-22-2009, 09:57 PM
I played this map today and we ran into a problem where someone was permenantly being healed. I;m not sure exactly what happened but it seemed like we somehow ended the round while he was holding the intel and then the next round forward it was as if he was always wearing the intel with the health buff.
The intel still worked as normal and beyond this guy being hard to kill the map continued to function like normal. I will post the demo tomarow morning so you can see exactly what happened.
Why fix it? Leave it in for when there are no medics :P
eerieone
06-23-2009, 02:35 AM
thx angry
iīm well aware of that glitch
testing it locally, the dispenser-system worked like a wonder, but once the map got on the servers, it began to bug :/
i implemented another workaround of the dispenser-parenting, hope it will prove less buggy. coming with a2
captainAngry
06-23-2009, 08:53 AM
We played this one last night. With the exception of the problem listed in my previous post, the map played pretty well.
The HUD seems a little wonkey. It works if you are holding the flag and it may work for the attacking team but it doesn't do anything for the defending team. The arrow seems to point off to nowhere.
The second point in the second stage was impossible to attack after the first round. It is really easy to SG turttle and since there are so many places to put SGs that cover eachother it would be very difficult to cap the flag without multiple ubers.
The map looks great as always. You have a great eye for detail and I am glad that at least one person waited until they had something they felt good about before releasing an alpha.
http://gaming.calculatedchaos.com/demo/getTheDemo.png (http://gaming.calculatedchaos.com/demo/auto-20090622-2034-ctf_premuda_a1.zip)http://gaming.calculatedchaos.com/images/viewTheThread.png (http://gaming.calculatedchaos.com/phpBB3/viewtopic.php?f=16&t=2314)
http://gaming.calculatedchaos.com/ratings/banner.php?map=ctf_premuda_a1&color=blue (http://gaming.calculatedchaos.com/ratings/#ctf_premuda_a1)
captainAngry
06-24-2009, 10:10 AM
We played again last night. Here is another demo. Pretty much had the same results as the previous night with all the engies.
http://gaming.calculatedchaos.com/demo/getTheDemo.png (http://gaming.calculatedchaos.com/demo/auto-20090623-2020-ctf_premuda_a1.zip)http://gaming.calculatedchaos.com/images/viewTheThread.png (http://gaming.calculatedchaos.com/phpBB3/viewtopic.php?f=16&t=2314)
http://gaming.calculatedchaos.com/ratings/banner.php?map=ctf_premuda_a1&color=blue (http://gaming.calculatedchaos.com/ratings/#ctf_premuda_a1)
eerieone
06-28-2009, 07:47 PM
īlil update
was stuck behind a crappy computer for a week, tons of other stuff to do and stupid viewport-bug nagging on my nerves every couple of seconds
couldnīt work on major geometry, so i started detailing spawn to give it more feeling
i know this should be blu spawn, but there are only a few blu wood-textures that fit my theme, i will need to recolor some essential ones
sooo, here we go
http://farm4.static.flickr.com/3633/3669424875_36fcee8fa6.jpg?v=0
http://farm4.static.flickr.com/3563/3670230634_f454a5de88.jpg?v=0
http://farm4.static.flickr.com/3382/3669424467_60e2c686bb.jpg?v=0
http://farm4.static.flickr.com/3409/3669424759_a741a80d59.jpg?v=0
http://farm4.static.flickr.com/3391/3669424635_0350339b7a.jpg?v=0
http://farm3.static.flickr.com/2467/3670230844_e8ac5023af.jpg?v=0
http://farm4.static.flickr.com/3363/3670230484_2b8fe897da.jpg?v=0
FreeLance_FoX
06-29-2009, 10:45 AM
Incredibly well done, mate! I love the style, I hope that stays the way it is because it's really very unique... Sort-of has that bungalow feel but because it's set in your dirty natural setting and skybox, it feels extremely fun and TF2 styled. I mean, it certainly wouldn't make sense in a game based on realism, but with TF2's tendency to have crazy map themes, this really feels like it fits.
>:3
The Gentlemanne
06-29-2009, 11:14 AM
The first time I've ever seen wood and BLU mix.I take everything I said about the matter back.
eerieone
06-30-2009, 03:59 PM
i know, i know, i should be working on blocky geometry, but i felt like detailing :P
adjusted some textures to fit wood into blu spawn,
added light to every cp, so players know whats active
http://farm4.static.flickr.com/3573/3675728837_39d36961dc.jpg?v=0
http://farm3.static.flickr.com/2501/3675728589_3dc08592de.jpg?v=0
cp1 detailing
(changed the stairs to cp1, so itīs like a spiral now, you dont have to turn 180 to go up, seems more fluid)
http://farm4.static.flickr.com/3654/3675728471_1bcd4c0ab3.jpg?v=0
http://farm4.static.flickr.com/3634/3676543064_763e5f3a04.jpg?v=0
http://farm4.static.flickr.com/3623/3676542898_452b7ac2c3.jpg?v=0
http://farm4.static.flickr.com/3282/3676542826_b34ed3c2c5.jpg?v=0
http://farm4.static.flickr.com/3575/3676542648_b7cfcfb4f3.jpg?v=0
http://farm3.static.flickr.com/2441/3676542366_22bae30c37.jpg?v=0
http://farm3.static.flickr.com/2490/3675727353_0081994532.jpg?v=0
window for the attackers
http://farm3.static.flickr.com/2430/3675727017_9704694a8b.jpg?v=0
http://farm3.static.flickr.com/2656/3675726841_91903b41ff.jpg?v=0
Oh wow... That looks amazing *drools*
EDIT: Is that a custom gravel texture?
Fearlezz
06-30-2009, 06:26 PM
I'm still not happy with the skybox texture :(
Jonah
07-01-2009, 05:00 AM
Looking good, what I like about your detailing is that it doesn't look like you copypasted the buildings from valve's maps, but it's still tf2 styled
littleedge
07-01-2009, 09:10 AM
Wow. I've got to admit that I was skeptical about the map at first, but you really made it nice. It looks perfect, and I never knew wood for BLU could look so...natural. Can't wait for the final product.
eerieone
07-01-2009, 09:38 AM
the basic concept is to keep the Bluīs buildings in the shadows
warm light gives cool shadows, so the blu-ish tint of the wood i use for blu structures gets amplified by the shadowcolor and it seems to fit the theme nicely:)
and if you didnīt notice, the sky is also red against blu to amplify the scenery :)
Fearlezz
07-01-2009, 09:46 AM
I just dont think that bright red looks so good against dark blue :/
http://farm4.static.flickr.com/3634/3676543064_763e5f3a04.jpg?v=0
Icarus
07-01-2009, 11:39 AM
Yeah the colors really clash up against each other. It doesn't help that the fog is almost white.
The colours just make it really uncomfortable to be in.
Dr. Spud
07-01-2009, 11:40 AM
I just dont think that bright red looks so good against dark blue :/
http://farm4.static.flickr.com/3634/3676543064_763e5f3a04.jpg?v=0
I agree, the colors in the map are... weird. It looks unique, but not in a totally good way.
eerieone
07-01-2009, 11:59 AM
havenīt yet worked further on the skybox, will finish it next week, when my semester is finally over :)
i will tone down the harsh contrast, but i tend to work with hard contrast and saturation when i paint
itīs fairly easy to get saturation and contrast out of an image, but harder to do it reverse
i donīt want to get caught up in a skybox discussion, since iīm fairly well aware that itīs certainly not perfect and just the start :)
Vigilante212
07-02-2009, 12:19 AM
Your map makes me want to be a better person :). I best get my butt in gear on mine.
I think the main problem is the skybox draws my eyes away from the actual map.
laghlagh
07-02-2009, 05:14 AM
I think it's pretty amazing, but I agree with the guys here. Some color correction will easily make it less contrasted.
eerieone
07-02-2009, 09:22 AM
nkay
i set down and edited a screenshot to find the right sky i want to go for
so, tell me which one you would pick
this is the original:
http://farm4.static.flickr.com/3571/3681032287_6bcfd04d6f.jpg?v=0
now the variations:
1.
http://farm3.static.flickr.com/2499/3681032039_c1ff5d200e.jpg?v=0
2.
http://farm4.static.flickr.com/3617/3681031827_179884dce2.jpg?v=0
3.
http://farm4.static.flickr.com/3623/3681031621_1f81e362a0.jpg?v=0
4.
http://farm3.static.flickr.com/2647/3681846110_b585d2fb92.jpg?v=0
5.
http://farm4.static.flickr.com/3575/3681031223_eb67f492a0.jpg?v=0
6.
http://farm3.static.flickr.com/2649/3681031057_949582485f.jpg?v=0
my favorites are 4 & 6
Tinker
07-02-2009, 09:29 AM
I think 4 and 6 are the most pleasant to look at, the softest and the least harsh.
EDIT: Just saw that they were your favourites too. Hngh. Of the two, I prefer 4.
The Gentlemanne
07-02-2009, 10:15 AM
I like 6.
but 4 has that feeling that its meant to be there.
The_Ulf
07-02-2009, 10:40 AM
Yeah, I think 4 is the best for agreeing with the overall lighting scheme.
Ten19
07-02-2009, 10:59 AM
2 and 4 are my favorites... I particularly like the dark contrast with the lighter tones in 2, but 4 feels the most overall balanced.
I like 2. It's a nice contrast.
eerieone
07-02-2009, 01:37 PM
i think iīll go with 6, since in 4 the contrast is a tad too weak
thx to all for the quick feedback
FreeLance_FoX
07-02-2009, 06:15 PM
Agreed on 6, good choice Eerie! Can't wait! ^___^
eerieone
07-02-2009, 08:54 PM
sooo, finally started working on stage 3
i loved the area beneath 2-1, so i went down to sealevel :)
quite happy with it
http://farm4.static.flickr.com/3615/3682645209_23eb2c25c6.jpg?v=0
http://farm4.static.flickr.com/3578/3683457976_1244bafd39.jpg?v=0
http://farm3.static.flickr.com/2566/3682645033_7f24fa725c.jpg?v=0
http://farm3.static.flickr.com/2645/3682644951_241f77af9b.jpg?v=0
http://farm3.static.flickr.com/2486/3683457764_fd150e3fc9.jpg?v=0
http://farm3.static.flickr.com/2569/3682644795_9be258dd48.jpg?v=0
http://farm4.static.flickr.com/3552/3682644715_404f1f7c68.jpg?v=0
http://farm4.static.flickr.com/3644/3682644609_d2846510eb.jpg?v=0
http://farm4.static.flickr.com/3579/3683457456_76cf915481.jpg?v=0
http://farm3.static.flickr.com/2513/3683457354_bd3f4fcf43.jpg?v=0
http://farm3.static.flickr.com/2423/3682644249_fc339773bc.jpg?v=0
Looking good. :) I like that big rock thing above the buildings. :D
santoriin
07-03-2009, 12:18 PM
can't wait for the next beta :)
Rasputin
07-03-2009, 08:40 PM
Nicey nice.
laghlagh
07-04-2009, 11:27 AM
I preferred 2, but hey.
eerieone
07-04-2009, 12:29 PM
For 2 i would have had to cut on my beloved yellow light :/
Icarus
07-04-2009, 12:34 PM
What's with the super thick fog?
eerieone
07-04-2009, 12:38 PM
whatīs about it? i like it :)
might turn it down though a bit since now i have skyboxed every section and donīt need to control visibility via fog anymore
eerieone
07-04-2009, 05:01 PM
CTF_Premuda_A2 [DOWNLOAD (http://forums.tf2maps.net/downloads.php?do=file&id=1834)]
Filesize Jump because of near comletion of Stage 3, but it isnīt playable yet
+ i had to add some blu wood textures
____________
A2 [07-04-09]
+ testing a new setup for the dispenser, which hopefully wonīt bug out
+ flag returntime upped by 5 seconds to now 20 seconds
+ added countdown in the lower-left corner of your hud indicating the flag-return-time
(doesnīt work on intel in pit)
+ same goes for appearing new intel on capped point
+ if intel drops into a deathpit, it returns after 5 seconds
+ added Icarus sound-alert and cap-point setup (thx for that)
-indicator should be more relyable now
-if intel approaches the cpīs vicinity, an alarm is triggered to warn red
+ not active cps are now in neutral color
+ lights now indicate active points
+ extended cap-block area over the whole cappoint-model
+ added better indication to non-accessable areas
+ skyboxed every section to improve framerates
+ changed audioclip played on roundstart in spawns
+ changed the stairs to 1-1, so itīs like a spiral now
+ minor ammo/health-kit changes all over
+ edited custom skybox to be less striking
+ started detailing blu spawn and first cp
+ added blu wood textures
+ added windy sounds and arena sawmill soundscapes
+ add snipernest for blu at entrance to the 1-2 area
+ narrowed down 1-2 building to stop engicamping in the corner
+ added severely more railings to area 2-1 to avoid so many accidental falls
+ widened some routes to make them less risky
+ fortified 2-1 cap so attackers need to use right route to weaken defenses and cap
+ moved 2-2 capbuilding a bit
+ added addtional route for blu leading to 2-2
+ fortified upper exit to 2-2 to make it less spammy
+ deleted sentryplatform behind building
+ playerclipped winding stairs to 2-2
http://farm4.static.flickr.com/3626/3687712605_b4dc4b8dfb.jpg?v=0
http://farm3.static.flickr.com/2602/3688514444_b0d63590e7.jpg?v=0
http://farm3.static.flickr.com/2550/3687712785_467f925359.jpg?v=0
http://farm4.static.flickr.com/3537/3688514622_3c73819955.jpg?v=0
Fearlezz
07-04-2009, 06:55 PM
Now this is what Im talking about! Now this map is starting to entertain me :D
eerieone
07-04-2009, 08:10 PM
oh man, frustration, frustration
had a small gametest
* i will have to get rid of the attached dispenser, this new setup doesnīt heal
at all once the map is played on server :(
- tried simply parenting dispenserbeam and trigger to intel
- tried logic_measure_movement
(both work perfectly on local)
* also my flag-return-system bugs out a bit
it sometimes doesnīt revert the flag-returntime to 20...will have to look into that
* servers donīt like the intel off/on gimmick, sometimes the intel doesnīt disappear :(
if you got any ideas/help/tips on the dispenser/intel on.off issue i would bow before you
Dr. Spud
07-04-2009, 08:29 PM
A mapobj_cart_dispenser won't parent to the intel?
Fearlezz
07-06-2009, 06:07 AM
why not try to gimmick the dispenser? put some kind of heal brush parented to the intel... wait if there is some kind of heal method in hammer that is.
Then just put a particle entity with the particle name of the healing beam. Which is dispenser_heal_beam_blue/red I believe, but I might be wrong. And then put another particle entity and set that particle entity as control point 1 for the particle effect to work properly.
You could use a trigger_hurt and set the damage to a negative value.
eerieone
07-06-2009, 07:46 AM
thx psy, good thinking :D
will try his out later today
does anyone know of the top of his head what the healing rate of the cart-dispenser is?
10 health per second I think.
eerieone
07-06-2009, 10:28 AM
k, added the healing trigger_hurt
but cant get the particle-system to work, iīm getting the conlose-message that it canīt find the particle system
tried fearlezzīs tip
also tried this particle list (http://img127.imageshack.us/img127/4086/listzr8.png)
:/
Randdalf
07-06-2009, 10:39 AM
I'm really not a big fan of the trims you put on buildings. It's one of my main detractors for cashworks.
Fearlezz
07-06-2009, 12:17 PM
k, added the healing trigger_hurt
but cant get the particle-system to work, iīm getting the conlose-message that it canīt find the particle system
tried fearlezzīs tip
also tried this particle list (http://img127.imageshack.us/img127/4086/listzr8.png)
:/
Did you link the particle entity to a particle control point? And if it says that it cant find the particle system it means youve typed something wrong in the name. Let me check and see what the dispenser beam is named.
Edit:
The particle name for the dispenser is
dispenser_heal_blue
If you only want the trail without the other effects, use
dispenser_heal_blue_trail
eerieone
07-06-2009, 12:26 PM
itīs working now, had to search for the correct names fo the needed particles
used this list (http://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles)
at least now it regenerates health :)
still missing are the sounds (parenting ambient_generic doesnīt work)
and ammo-dispensing, but having health back is sufficient for now :)
Ravidge
07-06-2009, 12:31 PM
ambient_generic -> SourceEntityName
should do the trick
Fearlezz
07-06-2009, 12:36 PM
you could try parenting a ammo pack to it, and each time it respawns it will give the carrier ammo :p
Vigilante212
07-07-2009, 10:48 PM
Its like an orgasm for your eyes....
On a side note the stilts holding up the rock above the building look outtaplace.
The fog looks like citrus that would burn the shit out of your nostrils upon being inhaled.
Though it looks nice.
Cerious
07-08-2009, 01:32 AM
21 pages mainly full of minor visual nitpicks on an alpha...
good god :O
--REAAAAAALLY not necessary--
Westerhound
07-08-2009, 06:36 PM
Sorry I cba to read 21 pages just to see if this has been posted already, but when me and my friend ran around in the map earlier, we noticed that with each cap the capturer got 30 kills, but no higher score tho. Also the backpack thingy didnt heal me for some reason, but it healed my friend when he was attacking earlier
E: Also, under the first cap of one of the stages, think it was second, there is a ledge, and I'm not sure if you want players to be able to stand there
eerieone
07-08-2009, 06:51 PM
the 30 points is an issue of the A/D mode, canīt do anything about it
in a3 the dispenser will be in its third version, hopefully perfectly working this time
the ledge has been taken care of, if you mean the one by the left thin path leading to the caves on stage 2
I have only played the first two stages, in alpha 1/ 2 (can't quite remember on 2F2F) and red never won.
it seemed the only viable solution for red was sentry spamming.
Maybe you should make more straight, linear sections- as seen on the final cap of dustbowl-3, to favour red, yet not make sentries OP.
Rikka
07-09-2009, 01:37 AM
21 pages mainly full of minor visual nitpicks on an alpha...
good god :O
He sets himself up for it. :glare:
At least it's "Pretty Alpha" done right. I've only seen one other map achieve this, Aurora.
FLOOR_MASTER
07-09-2009, 09:10 AM
I have only played the first two stages, in alpha 1/ 2 (can't quite remember on 2F2F) and red never won.
it seemed the only viable solution for red was sentry spamming.
Maybe you should make more straight, linear sections- as seen on the final cap of dustbowl-3, to favour red, yet not make sentries OP.
I should point out that I had to add strong engineer limits on RED (max 2), as playing otherwise was for all intents and purposes impossible for BLU on both stages.
eerieone
07-09-2009, 09:15 AM
Floor, A1 or 2?
All points or just the finals?
Westerhound
07-10-2009, 06:17 AM
Ok some suggestions, they are all visual, but they disturb the gameplay a little as you constantly try to jump up to places
I'll just send you links to pics as I dunno how to make those fancy little attachement boxes, and the pics are a bit too big to put straight in my opinion :/
http://files.getdropbox.com/u/887468/premuda%20suggestion01.jpg
http://files.getdropbox.com/u/887468/premuda%20suggestion02.jpg
http://files.getdropbox.com/u/887468/premuda%20suggestion03.jpg
http://files.getdropbox.com/u/887468/premuda%20suggestion04.jpg
http://files.getdropbox.com/u/887468/premuda%20suggestion05.jpg
eerieone
07-11-2009, 03:41 PM
CTF_Premuda_A3 (http://forums.tf2maps.net/downloads.php?do=file&id=1834) out
Premuda_Changelog
____________
A3 [07-11-09]
+ added stage 3
+ 3 try on a working dispenser-intel (without ammo)
+ widely enlarged the blockzone to make blocking less frustrating
+ replaced malfunctioning pit-intel-returnsystem
+ 1-2: narrowed down field to kill some sentryspots
changed building in the middle of 1-2
+ 2-2: roof of cp 2-2 only accessable via rocket/stickyjump to counter engiturtle
left side walkwayed now covered to eliminate sentryspots
http://lh6.ggpht.com/_H7fpQ3NuNyM/Slj2EwEGKBI/AAAAAAAAAPY/raUaPx9sTa4/s720/01.jpg
http://lh4.ggpht.com/_H7fpQ3NuNyM/Slj2GEzDL8I/AAAAAAAAAPc/cuiPjDWJPpE/s720/02.jpg
http://lh4.ggpht.com/_H7fpQ3NuNyM/Slj2HNWXmxI/AAAAAAAAAPg/YutPrxshBQ8/s720/03.jpg
http://lh6.ggpht.com/_H7fpQ3NuNyM/Slj2Ib30KmI/AAAAAAAAAPk/incyN9ZbjiY/s720/04.jpg
http://lh3.ggpht.com/_H7fpQ3NuNyM/Slj2JwALKPI/AAAAAAAAAPo/gisglIbNIYQ/s720/05.jpg
http://lh6.ggpht.com/_H7fpQ3NuNyM/Slj2LJqpu2I/AAAAAAAAAPs/9wZbB6RQLls/s720/06.jpg
http://lh6.ggpht.com/_H7fpQ3NuNyM/Slj2Mk1HWYI/AAAAAAAAAPw/JuLiTvK965k/s720/07.jpg
http://lh5.ggpht.com/_H7fpQ3NuNyM/Slj2NxEV_WI/AAAAAAAAAP0/xPYkwmLagmM/s720/07a.jpg
http://lh3.ggpht.com/_H7fpQ3NuNyM/Slj2O56_bFI/AAAAAAAAAP4/mIIoYStrpLI/s720/08.jpg
http://lh4.ggpht.com/_H7fpQ3NuNyM/Slj2QF8f0gI/AAAAAAAAAP8/a2oJZjmJDHk/s720/09.jpg
http://lh6.ggpht.com/_H7fpQ3NuNyM/Slj2RbJE6CI/AAAAAAAAAQE/j07cfDjI0VQ/s720/10.jpg
http://lh3.ggpht.com/_H7fpQ3NuNyM/Slj2S0v_G8I/AAAAAAAAAQI/xsT8ponvdmc/s720/11.jpg
http://lh3.ggpht.com/_H7fpQ3NuNyM/Slj2UY9VzeI/AAAAAAAAAQM/SWECyp9YJwU/s720/12.jpg
http://lh3.ggpht.com/_H7fpQ3NuNyM/Slj2VtrcxII/AAAAAAAAAQQ/MCeD2e0rSIE/s720/13.jpg
Those smoke particles stick out like a sore thumb. D:
eerieone
07-11-2009, 03:46 PM
they are a filler, just placeholders atm, ripped from cashworks :)
tried the original rocketsteam from granary, but it disappears when you arenīt near enough :/
will be more subtle :)
eerieone
07-12-2009, 06:54 AM
Seems as if my new intel-dispenser-setup is working fine, had a small test yesterday and didnīt notice any glitches with that
Quickfix
____________
A3a [07-12-09]
+ fixed corrupted areaportal
+ added gate to stage 3-2
eerieone
07-12-2009, 02:04 PM
/gameday bump
though it only ran ~17mins and we could only play one round due to that
todo:
change water to cheap
additional path from 3-1 to 3-2
will switch the direction the spiral stairs go on 2-2
eerieone
07-14-2009, 08:59 AM
EDIT: Forget it, solved it, had nodraw underlying the displacements, and it seems like it throws shadows where it punctuates the displacement
i have a weird problem
there are some strong weird shadows on my displacements :/
how do i get rid of those?
cranking up the bounce doesnīt help a bit...
http://lh6.ggpht.com/_H7fpQ3NuNyM/SlyOraFEjcI/AAAAAAAAAQw/VMyaGnFgAsU/s576/ctf_premuda_a40004.jpg
http://lh3.ggpht.com/_H7fpQ3NuNyM/SlyOrsOMffI/AAAAAAAAAQ0/SMyOJ3jxhy0/s576/ctf_premuda_a40007.jpg
Jonah
07-14-2009, 09:47 AM
yep, nodraw brushes sometimes cause annoying ugly shadows
captainAngry
07-14-2009, 11:32 AM
http://gaming.calculatedchaos.com/demo/getTheDemo.png (http://gaming.calculatedchaos.com/demo/auto-20090713-1927-ctf_premuda_a3a.zip)
http://gaming.calculatedchaos.com/ratings/banner.php?map=ctf_premuda_a3a&color=blue (http://gaming.calculatedchaos.com/ratings/#ctf_premuda_a3a)
eerieone
07-14-2009, 06:06 PM
pictureflood.... :P
reuploaded, hope they work now
http://files.getdropbox.com/u/1060304/a4/02.jpg
http://files.getdropbox.com/u/1060304/a4/03.jpg
http://files.getdropbox.com/u/1060304/a4/04.jpg
http://files.getdropbox.com/u/1060304/a4/05.jpg
http://files.getdropbox.com/u/1060304/a4/06.jpg
http://files.getdropbox.com/u/1060304/a4/07.jpg
http://files.getdropbox.com/u/1060304/a4/08.jpg
http://files.getdropbox.com/u/1060304/a4/09.jpg
http://files.getdropbox.com/u/1060304/a4/10.jpg
FreeLance_FoX
07-14-2009, 06:19 PM
I walked through a3a alone yesterday and I was just BLOWN AWAY by the whole experience. All of the changes you've made since the version I last played felt very good, steps in the right direction. I kept getting the feeling that this is what Valve would do if they approached the CTF A/D arena.
And the final stage... my oh my. I absolutely LOVE 3-1, it just oozes Premuda flavor. The water on the ground, the rock overhead... it's just amazing. Now the problems I saw came to 3-2... which I'm sure you know is a total bottleneck. Without even playing it with people I can tell that it will be next to impossible to get through there (reliably), as most pub teams are not exactly full of teamwork. The area that actually leads to the point from that dreaded tunnel, though, looks pretty nice. The lofty height of the upper walkways may be almost too much, but I have no clue how you could fix that other than to add another route.
In short, perhaps another, wider, more open path to the upper portion of the map would make 3-2 still as difficult but give BLU more of a chance of not getting spam-rolled. >:3
-FoX
BrokenTripod
07-14-2009, 06:19 PM
None of those loaded for me.
eerieone
07-14-2009, 06:27 PM
thx Fox, already implemented a tunnel leading to the upper level :)
Tripod, hereīs the link to the Gallery (http://picasaweb.google.de/michalakwojtek/A4#)
DaBeatzProject
07-15-2009, 01:24 AM
<3 details in eerie-style
eerieone
07-15-2009, 11:23 AM
Alpha 4 out..
____________
A4 [07-15-09]
+ intel-setup now only uses one intel which gets teleported to new points
+ muted control-point sounds
+ replaced water with cheap water
+ widened the trigger and healradius of the intel-dispenser
+ fleshed out Stage 1-1
+ added balcony to right building
+ moved entrance of cap-building at 3-1
+ added tunnel leading to the top-level of 3-2 for blu
DJive
07-15-2009, 11:28 AM
update your sig =p
PMAvers
07-15-2009, 12:04 PM
Ran around it solo for a little bit. Not quite sure how it happened, but somehow on the first stage I got three points for the Offense instead of just two. (One per point captured.)
Going to have to fire it up again and figure out where the extra point came from.
MrTwoVideoCards
07-17-2009, 02:52 AM
I'm lovin that sky man, and the lighting, great work!
eerieone
07-17-2009, 06:59 PM
had my finger stuck on my screenshot-button, sry for that :P
stage 1 point 2
(stupid picasa, back to dropbox)
http://files.getdropbox.com/u/1060304/a5/01.jpg
http://files.getdropbox.com/u/1060304/a5/02.jpg
http://files.getdropbox.com/u/1060304/a5/03.jpg
http://files.getdropbox.com/u/1060304/a5/04.jpg
http://files.getdropbox.com/u/1060304/a5/05.jpg
http://files.getdropbox.com/u/1060304/a5/06.jpg
http://files.getdropbox.com/u/1060304/a5/07.jpg
http://files.getdropbox.com/u/1060304/a5/08.jpg
http://files.getdropbox.com/u/1060304/a5/09.jpg
http://files.getdropbox.com/u/1060304/a5/10.jpg
http://files.getdropbox.com/u/1060304/a5/11.jpg
http://files.getdropbox.com/u/1060304/a5/12.jpg
http://files.getdropbox.com/u/1060304/a5/13.jpg
andysss456
07-17-2009, 07:10 PM
Sexy as always good sir. Keep it up.
eerieone
07-17-2009, 08:44 PM
hahaha, the comment and then the face of the heavy beside it..... priceless :D
Zanpa
07-18-2009, 10:32 AM
I came.
I just love the atmosphere of Premuda. Looks like it's going to look as good as Cashworks :thumbup:
FreeLance_FoX
07-18-2009, 10:36 AM
O_O Gorgeous!
Good lord Eerie if you keep this up you'll have Valve contacting you before you're even done with the map.
StoneFrog
07-18-2009, 10:59 AM
You're too good at this. :D
eerieone
07-18-2009, 02:40 PM
I need some help,
my first point awards the attackers with 2 points instead of one, and i canīt figure out why, the others CPs work perfectly :/
if some might want to take a look, my tunnelvision is not helping much :(
here is the premuda_setup.vmf (http://files.getdropbox.com/u/1060304/premuda_setup.vmf)
(i replaced the custom content)
FreeLance_FoX
07-18-2009, 09:45 PM
This may be a dumb idea but any chance you put two of the same entity concerning 1-1 right on top of each other? That seems like the simple thing to look for...
<3 FoXy
eerieone
07-19-2009, 03:49 AM
i wish that could be it, but i tripple-checked that already :(
eerieone
07-20-2009, 12:49 PM
/bump, looking for entity masters or people with a good eye to solve this riddle of mine
I need some help,
my first point awards the attackers with 2 points instead of one, and i canīt figure out why, the others CPs work perfectly :/
if some might want to take a look, my tunnelvision is not helping much :(
here is the premuda_setup.vmf (http://files.getdropbox.com/u/1060304/premuda_setup.vmf)
(i replaced the custom content)
Sgt.Sausage
07-20-2009, 02:31 PM
/Bump
Wish i could help.
Westerhound
07-20-2009, 06:36 PM
Attack ABS when he sleeps, and therefor cannot avoid it
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