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Old 07-25-2012, 06:38 PM  
JeanPaul
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So, I got a plan to make a map for TF2 and I started just about a few weeks ago getting the layout done and I am almost there.

Things that annoy me in the TF2 mapping community:
-Flat maps
-Mirror layouts
-Same boring art style (I mean there is room for...
 
Last edited by JeanPaul; 07-26-2012 at 01:29 PM.
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Old 07-27-2012, 10:29 PM   #10
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Yes I like it
 
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Old 08-01-2012, 08:02 PM   #11
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Can an admin or moderator rename the this thread as it appears in the forum to "cp_proletariat"? Thank you.

Well, I got some more done to the layout, namely the spawn areas and the factory type area (a side route with no influence from the main area)

Red spawn


Red spawn from the other side


Outside red spawn viewing first point


Blue spawn from back


Blue spawn viewing the back


Added area to blue point


One of the side routes. To the bottom right is a red point and to the upper left is near a blue point. Straight up the stairs is a mid-area sniper nest.


Another view of this side route
 
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Old 08-01-2012, 08:43 PM   #12
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SO MANY STAIRS. But I think the height variation can atually work.
 
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Old 08-01-2012, 08:52 PM   #13
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Great dramatic lighting. None of it will lead to good gameplay. Add some lamps to reduce the shadows.
 
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Old 08-01-2012, 09:57 PM   #14
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The lighting is only temporary. The final will be VERY well lit.
 
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Old 08-01-2012, 11:22 PM   #15
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Alphas need to be well lit too, i'm afraid.

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Old 08-02-2012, 01:00 AM   #16
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Quote:
Originally Posted by LeSwordfish View Post
Alphas need to be well lit too, i'm afraid.
This is a good point, Ill be sure to light everything really well before I get an alpha out no matter how temporary it is, I will make sure everything is visible.

I did some toying around with some lighting ideas a little bit just now and came up with some cool ideas. I think I want to go in the general direction seen in doublecross but I am not sure yet.





What do you guys find more interesting? Night or day maps?
 
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Old 08-02-2012, 05:34 AM   #17
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I think the day map looks more interesting because you play a lot with the outside setting, and in the night, its way more hard to see it, but it can be a cool thing if you have a lot of problems to lead the eye of the player.

So for me -> day map for the look, but if you see that you have some problems with the visibility of the player, why not try a night map.
 
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Old 08-05-2012, 05:18 PM   #18
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Got some more done and I hope to test REAL soon. I thought you guys might like this:







 
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Old 08-05-2012, 06:49 PM   #19
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These heights scares me, be aware of the fact that in tf2, the height is very important, and these doors on the top seems really hard to reach, but the playtest will say more.

Also, I already wich you good luck to balance this map with all this height variation, did you already made some test with bots to see if it's not a steamroll for a team ? But, it's already a really good project, and has a level designer from BMS, i'm sure you will turn this one into a solid map.
 
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