CP wetstone

re1wind

aa
Aug 12, 2009
644
588
took the husk of a planning map from the assymetric competition, and pushed it into a working alpha state.


Intended to be similar to cp_gorge.
 
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re1wind

aa
Aug 12, 2009
644
588
i'll think about it grazr ;)

Photobucket image. sue me. will get dropbox up when i'm ready to release this map unto the internets.

cp_wetstone_a1_scribbles.jpg
 

re1wind

aa
Aug 12, 2009
644
588
removed one of the routes and made the route known as 1 above a drop down from the red side, making it only usable by soldier/demomen/scouts. and engineers with teleporters.

Created a side route behind point A to give the corner more use, more flanking options, etc.

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B

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A

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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I approve of the placeholder rocks in this map and the nice chewy fog, reminds me of schism
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
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O9drt.jpg

Am I doing it right?
 

re1wind

aa
Aug 12, 2009
644
588
I think so yes. ^_^

cp_whetstone would be something along the lines of a medieval mode map.

could always rename the map to cp_wet_stone.

Now to turn those brush rocks into models...
 

re1wind

aa
Aug 12, 2009
644
588
Cautiously going to stick with this shade.

tertiary colours are a dull green for foliage and a dull, almost pastel purple (shadows? ambient light?)

complimentary colour is a turquoise-esque colour (water? spot lights? rain? river?)

Blu spawn covers part of the blu palette but that is restricted to the starting area. hmm.

mmm decisions decisions.

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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
OK, I can already tell you made the most common mistake people make when creating textures for their custom models: telling your VTF conversion tool to "sharpen" its mipmaps. This creates light outlines anywhere the textured part of the image meets the black background, which are visible in your screenshot as visible seams where some of the faces come together. The trick is to always select "None" in the sharpening method. I'd also recommend going back into the map after that to make sure the black isn't showing (in which case you will need to extend your texture into the black a bit).
 

re1wind

aa
Aug 12, 2009
644
588
THANK YOU. Was wondering why that was happening as it was causing lots of anguish and problems.

I can deal with the black background as thats done when baking AO, which i use as a base for textures.

I can't give you enough thanks for that.

edit:

Attempted turquoise glowing water which came out worse than expected. meh.

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re1wind

aa
Aug 12, 2009
644
588
Thinking of renaming this to redstone, or bloodstone, with canyon, gully, valley, or another descriptor attached to the end. i.e. bloodstone gully, redstone canyon, crimson valley, etc.

current sky doesn't help with the colour palette either. need me a clear vibrant sky.

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-=[D.A.W.H]=-

L1: Registered
Feb 10, 2011
5
2
hey, NICE MAP,BUT you shold adda lot of old wood houses instead of concrete buildings.

your map pictures is like a mapping tutorial!

the picture shows for to make cool cliffs!

i hope this gets into the game!
 
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re1wind

aa
Aug 12, 2009
644
588
thank you. :)

a2 candidate. spawn times have been reduced, pick-up items altered, started displacement mapping, and basic texture pass.

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re1wind

aa
Aug 12, 2009
644
588
word.
alpha 2

removed water
tweaked pickups, and added paint patches to indicate their spawn locations
started displacements
reduced spawn times to 7/8 for blu/red. capturing first cp changes spawn time to 6/9 for blu/red
cp's remain unchanged
first texture pass, subject to change
widened the left side passage to the area around the 2nd CP.
added large healthkit & ammo pack to that route
 

re1wind

aa
Aug 12, 2009
644
588
A3 images.

Mid section *completely* redone, along with the area around CP A.
ligh_env needs to be taken down a notch or three, and/or find a more appropriate skybox texture.

enjoy teh purty changes, doom ^_^

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