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Fort Frolic 



Map Version: Alpha 
Type: ARENA
Released: 06-14-2011 
Last Update: 06-26-2011 
stevethepocket
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Default Fort Frolic

Oh dear sweet Beezus what have I done.

I was playing Bioshock a while back and noticed that Fort Frolic's atrium sort of reminded me of Offblast's center for some reason. And it got me to thinking... could it be worked into a decent Arena map?

Well, after a couple days of non-stop building, several months of doing nothing, and a couple days of on-and-off tweaking, I think I have something that might work. Mainly at this point I'm looking to see how the layout can best be added on to. I'm not holding out much hope that it could ever be properly detailed since, well, that's essentially a total conversion mod. Note also that I have never played the Fort Frolic multiplayer map in Bioshock 2, which probably could have helped me somewhat.


Changelog

A1 - Initial release. Spawn areas moved from the mall lobbies to the inner shops, second story exits added, automatic doors added on lower level. Cubemaps built, textures packed.

A1A - Added some signage and health/ammo packs.

A2 - Added more signage, made doors look more like doors, filled space under spawn room stairs, added missing windows, redid light fixtures, shrank dome.

A3 - Various visual tweaks to make the level more like the original, added temporary posters for atmosphere, embiggened door triggers.



Old 06-14-2011, 04:03 AM   #1
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This could be interesting... Great work on the stairs by the way

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Old 06-14-2011, 08:22 AM   #2
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oh god the memories they're coming back. oh man oh god oh man oh god.
 
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Old 06-14-2011, 08:24 PM   #3
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Quote:
Originally Posted by absurdistof View Post
This could be interesting... Great work on the stairs by the way
Those stairs are literally off the grid, by the way. I couldn't figure out a better way to make sure they were the right dimensions. And that's without the proper textures.

Speaking of off-grid, you know what happens to Hammer's 3D view when the texture you use for 90% of the floor space in the map has a 45-degree rotation in its material file?



Your dev textures decide to jump in and join them.

This is going to be such a fun layout to work on.

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Old 06-15-2011, 02:41 PM   #4
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Mentlegen?

I think you might enjoy this: http://forums.tf2maps.net/downloads.php?do=file&id=4721

:3 :3 :3
 
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Old 06-15-2011, 02:46 PM   #5
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I wonder if this will actually play well in TF2. What detailing will you do for it? Classic Bioshock or a mix of TF2/Bioshock?

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Old 06-16-2011, 12:49 PM   #6
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Quote:
Originally Posted by element_boy6522 View Post
Mentlegen?

I think you might enjoy this: http://forums.tf2maps.net/downloads.php?do=file&id=4721
Ooh!

Quote:
Originally Posted by Tyker View Post
I wonder if this will actually play well in TF2. What detailing will you do for it? Classic Bioshock or a mix of TF2/Bioshock?
My vision is for the detailing to be the same as Bioshock, but with the higher poly count that's expected of a Source game and with the same "painted" look used by the stock content. Rockwell and Leyendecker lived and worked during the same period Bioshock takes place in, so it seems like it'd be a good fit.

That having been said, I have no experience with 3D modeling or texturing, so this depends largely on whether I can find the time and willpower to learn, or someone else with experience stepping into the picture.

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Old 06-16-2011, 01:51 PM   #7
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Looks super sweet, I love the way Bioshock looks and it's looking great mixed with TF2!
 
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Old 06-23-2011, 12:48 PM   #8
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Fixed the download file not having an extension. Thanks for that "feature", 7-Zip!

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Old 06-28-2011, 01:14 PM   #9
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Bumping for gameday and to mention that I added some signage and the ammopacks I had forgotten the first time around (or maybe my plan was to leave them all out and let people tell me where they needed them the most... but if it was, in hindsight it was a bad idea).

Also, last night I experimented with importing some of the textures from the original game to see how bad they looked. As I suspected, the clash with TF2's art style is completely unacceptable. I also learned a few things:

1. Normal maps translate perfectly between Unreal and Source
2. Normal maps on floor tiles make virtually no difference unless there's some reflectivity or severely directional lighting
3. Source doesn't seem to support specmaps on brushes
4. Unreal 2.5 meanwhile not only supports specmaps, but full-color ones at that
5. Source is so far behind Unreal in some areas it makes my face hurt

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