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Old 12-18-2010, 06:52 PM  
Fr0Z3n
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Map by:
Joseph "Fr0z3n" Radak

Thought of this map on my way home from college. Designed it and then made it in ~1 day.

Due to recent budget cuts, both sides have to reopen their once abandoned sawmills to get back into the swing of the hardwood...
 
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Old 02-20-2011, 04:34 PM   #40
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Got and received feedback. Yes, Its linear, I plan to make it less campy in beta.

I'm going to move on to beta anyways, this one is the farthest I've gone with a map ever, and have learned a lot from it.
 
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Old 02-25-2011, 05:08 PM   #41
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Began detailing, just tossing these here:

(red saw room)


Exterior and rough environment.
 
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Old 03-01-2011, 09:30 PM   #42
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looks nice

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Old 03-01-2011, 10:24 PM   #43
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Funnily enough, those shots are now a bit old.

I'm constantly detailing and thus changing around things... Like, the second screenshot looks different now, the inside of the saw room is done for now, but the exterior environment is constantly changing, because I really like the environments of TF2, So i'm trying to do this right and make it the best I can for a first time detailing a map.

I'll post more screens before the end of the week. I'm getting a nice desktop for my birthday, so over spring break (next week) I'll be detailing like a beast.

EDIT: Here are a couple more interior shot: http://forums.tf2maps.net/showpost.p...postcount=1981
 
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Old 03-03-2011, 12:37 PM   #44
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Updated some screenshots... Here are a few more...

Basically it went from this: to this

Spawnroom WiP:


Inner/Exterior of front building:



I'm getting a better comp, and am going on spring break tomorrow, so expect a lot to come mid to late next week.
 
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Old 03-03-2011, 05:03 PM   #45
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I'm still a little iffy on that roof, but the rest looks alright.
I haven't played it yet, maybe it'll be on the next gameday? Looks interesting.
 
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Old 03-03-2011, 05:08 PM   #46
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A half finished beta? I might post it if I'm allowed... I have to do a lot of optimization everywhere before I get there...

If anything, I'll try and put it into the gameday a week from tomorrow.
 
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Old 03-03-2011, 07:46 PM   #47
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You might think about other sorts of walls to demarcate the edge of the map, since it looks like you're currently using a lot of chainlink fences. Perhaps try using the outer walls of buildings that are outside the playable area?
 
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Old 03-03-2011, 08:08 PM   #48
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I was planning on that, the chain links will go up to a side building which is the 2nd to next thing to do on my list (the 1st being finish up the scene behind red's spawn) But it won't be chain link the whole way round... I may actually end up moving the side buildings down a bit, and connect it with the dirt road/truck overlays I have...

Like I said, I'm -hopefully- getting a shiney new desktop for my birthday, so after overnight DL'ing TF2 again, I'll be mapping like a mad-man for my spring break... Expect lots to come >
 
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Old 03-03-2011, 10:19 PM   #49
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Looks very nice, I'm impressed with your detailing skills

Just one thing, I'd use brushes instead of models for the big window frames; the difference in hues looks ugly atm.

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alfalfa, alpine, koth, rundown, storm, swamp

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