With only a little sawmill run by poor neutral Gray Gravel Co. separating two giant megacorporations, tensions have naturally been running high in the alpines and a secret arms race has begun between RED and BLU. BLU, hasty for a solution, decides to kill two birds with one stone and get rid of...
Good plan with the A4. While I'm still out... (looking at my little steam icon in the side makes me cry) this is one of the maps I wanted to come back and take another look at as it's underway. Compared to a lot of maps being released nowadays this one did a rather decent job with flow and direction... something that even the most experienced mappers tend to fail at.
You could maybe get your exploded dam and export it to an engine, make some tf2-esque water, run a sim of it pouring through and export it back if thats possible. The water renders for blender looked pretty damn good to me.
Ask around, I guarantee someone will know.
There's a very handy tutorial on this site for such a thing--but it's really just completely above my head and I really don't know anything about making 3D animations and the like in 3Ds Max/Rayfire etc. and even with the tutorial I was just sorta baffled.
I guess I'll have to figure it out, because I don't really know anyone who has any real knowledge in this field. :U But either way my focus has been on trying to figure out this explosion when that's not where it should've been; I still should refine my map design more.
I am pretty confident in the all-around layout now, and, barring any remaining sniper problems in the final area, my focus now lies more or less with spawn room pacing (Should RED be moved back later? Should BLU be moved up earlier) and the possibility of opening up new paths (namely, I've been wondering if a new path should be opened up for BLU at the final point) I think we might be good to go for a beta version whenever I can get an explosion in, one way or another.
For fun, here's shots of the two earliest screenshots of the map I have, and the dam the final point is based off of. The first one is just a conjectural screenshot to get a basic idea of how big the rain particles were and how everything would look because I hadn't done an alpine map at this point in time yet. The second one is of the first in-progress shot I have of what would eventually become the full map.
My map is SO awesome, that it caused everyone to crash, I guess.
I really have absolutely no clue what could possibly be causing this, but it emptied the server so it must be something, erm, big. A3's testing went fine, so it certainly isn't the size. I did fuck with the saws a bit, I guess it wouldn't hurt to just re-do those. Somebody suggested "too many entities", if THAT'S the problem there's nothing I can do about it.
Mapping is encouraging and rewarding in every way!
After spending 90% of my day being very angry at this map I channeled my rage into some serious mappin'. I shrunk the final area down by a considerable amount! Hooray! The dam is now much closer to the concrete area.
Not pictured is how I've completely de-sniperfied the dam! I also fixed up the doorway. Rejoicings all around!!
Tomorrow I shall:
-Find what the fuck is causing this map to destroy everyone's computers from the inside. I think it was the saws but I honestly just don't know
-Tiny up more places
-Find out why the trigger_teleports weren't working
-Make it so BLU moves up sooner
-Make delicious new posters to advertise Baseball Bill's Sports Slick and Texas Slim's Dome Shine
I am very curious as to why my map took so long for many to download. While 47mb is large, it certainly isn't the biggest file I've seen passed through gamedays and I don't think it should have caused the long download times that it did.
The top of the RED spawn was meant to be accessible--given that you can get to that path up there, it would look weird if you, for some reason, wouldn't be able to fall onto a rooftop directly below you.
The second one is quite obviously a mistake, though. Thanks.
A5 contains a number of fixes, mainly to the final area. I believe I've fixed the crashing problem, but no one seemed to have the five minutes it'd take to find out for me, so I can't quite confirm that! Oh well, if it causes the entire server to empty next time we test this you can't say I didn't try.
...though actually, I'm starting a job today and school starts Thursday so I will pretty much never have convenient free time for gamedays again. I'm guessing my solution here is to donate and start doing direct uploads.
Pfffff, shit. I must've fucked up packing in the rock models. Thanks for pointing this out to me.
I don't really know when I'll have a new version out. There's no real interest in this map and I don't have the time to really do much with it these days. My motivation for mapping is dead, between the lukewarm reception, my general loathing towards the current state of the TF2 community, and bucketloads of self-doubt. Bah.