working on a rather silly map.
+9
Citizen
Furgus
Epps
Nick
UberLord
Havik
Eraserhead
ninji
LOOK IT'S ADAM!!!
13 posters
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working on a rather silly map.
anyone want to help?
i'm going to make everything imaginable in it be lethal.
i must admit it is an optimization nightmare. i could probably do without the 40+ steam emitters in the pit though. i tried the orange theme, didn't really work with it. this map is huge by the way. to give you a hint at the scale: that doorway on the beginnings of the fort? you could fit the small house of dustbowl stage 2 through them.
i'm going to make everything imaginable in it be lethal.
i must admit it is an optimization nightmare. i could probably do without the 40+ steam emitters in the pit though. i tried the orange theme, didn't really work with it. this map is huge by the way. to give you a hint at the scale: that doorway on the beginnings of the fort? you could fit the small house of dustbowl stage 2 through them.
LOOK IT'S ADAM!!!- Clan Member
- Posts : 511
Join date : 2010-02-16
Age : 34
Location : Cal Poly, the real one.
Re: working on a rather silly map.
I would help, but my mapping is a little rusty, and I don't have much TF2 mapping experience...
Re: working on a rather silly map.
I wish I could map, I've tried several times to get started, but I can barely make the floor, let alone the spawn, a cap point, I can barely make walls. I'll just stick with skinning...
UberLord- Posts : 374
Join date : 2010-04-09
Age : 28
Location : playing tf2 or gmod
Re: working on a rather silly map.
looks sweet
Nick- Clan Recruiter
- Posts : 786
Join date : 2010-03-20
Age : 31
Location : South Carolina
Re: working on a rather silly map.
If only I could map myself I would make a gauntlet CP map, all the cool things I would make in it :3
Anyway, keep us posted on this, sounds like a lot of fun to watch/play!
Anyway, keep us posted on this, sounds like a lot of fun to watch/play!
Re: working on a rather silly map.
Eraserhead wrote:Looks awesome. It's a cp map?
yes
ninji wrote:Can I download the wip?
as soon is i get the basic layout complete. i want the cliffs on the sides to be finished first.
LOOK IT'S ADAM!!!- Clan Member
- Posts : 511
Join date : 2010-02-16
Age : 34
Location : Cal Poly, the real one.
Re: working on a rather silly map.
OMFG, ADMIN DERAILING A TOPIC!! Anyway, when we test that, I'm going to have some fun as spychecker on that towerEraserhead wrote:lol havik awesome avatar.
PS: Find the censor
UberLord- Posts : 374
Join date : 2010-04-09
Age : 28
Location : playing tf2 or gmod
Re: working on a rather silly map.
well I'm taking a break on the map I'm doing because it's aggravating me. lol But if you want send me the .vmf file and I can take a look at it. See what ideas I can come up with.
Furgus- Clan Member
- Posts : 859
Join date : 2009-12-04
Age : 29
Location : New jersey, U.S.A
Re: working on a rather silly map.
started work on the interior today. i guess what i need now is ideas for creative ways to kill unsuspecting players. there are stone boulders rolling down the ramps on the middle tower, the pit can kill you. i plan to have roaming boulders making circles around the level, all elevators will have counter-weights that can smash you, etc...
LOOK IT'S ADAM!!!- Clan Member
- Posts : 511
Join date : 2010-02-16
Age : 34
Location : Cal Poly, the real one.
Re: working on a rather silly map.
Hah, that looks fun, I may be posting some of the first pics of my map soon. All I have rough drafted on paper is the mid and part of the second, and I am constantly changing it . Anyways it's a snowy CP level that does some interesting things with height and angles. Just about every encounter area flanks the other teams (ie: most of them meet at a 90degree angle) I figured this would be sorta fun seeing as how most of the maps are straight forward with a couple obstacles. Anyways it's called CP_Klonkide
(Oh and if I can I will have a gaint laser that moves based on what team owns the center )
(Oh and if I can I will have a gaint laser that moves based on what team owns the center )
Citizen- Clan Member
- Posts : 28
Join date : 2010-04-09
Age : 29
Location : Smithfield, UT
Re: working on a rather silly map.
Ideas to kill unsuspecting players? Trap door to a pit. I did that once in a map called construct, which overall sucked. But the trap door on the final control point was good, people would have to jump to the point to cap. I also put full healthkits over the door, enticing people to walk on. Then they would fall 12 stories to their doom.
hyce777- Clan Member
- Posts : 513
Join date : 2009-12-05
Age : 30
Location : Seattle, Washington, USA
Re: working on a rather silly map.
final cap area, spawn entrances will be on either side as well as on top of that overhang. does anyone know how to get a fire particle system in there?
LOOK IT'S ADAM!!!- Clan Member
- Posts : 511
Join date : 2010-02-16
Age : 34
Location : Cal Poly, the real one.
Re: working on a rather silly map.
it's lamost to a point where i can release a WIP without feeling bad. this map is huge, almost too huge. i might have to fill it up a bit before i can feel ok about calling it an alpha.
LOOK IT'S ADAM!!!- Clan Member
- Posts : 511
Join date : 2010-02-16
Age : 34
Location : Cal Poly, the real one.
Re: working on a rather silly map.
LOOK IT'S ADAM!!! wrote:it's lamost to a point where i can release a WIP without feeling bad. this map is huge, almost too huge. i might have to fill it up a bit before i can feel ok about calling it an alpha.
Have you seen hyce's alphas? Yours will be plenty finnneee!
(LOVE YOU HYCE!)
Young Greezy- Scrim Team Captain
- Posts : 1775
Join date : 2010-01-10
Age : 57
Re: working on a rather silly map.
Right back atya, greezy.
My alphas are what they are. Alphas. Alphas are the early, crappy tests. In my mind alphas are: Baren, not detailed/textured, no dynamic lighting, sound, not many props. The basic map.
Betas: Detailed, 100% Textured, 100% Working (no door problems, etc), Propified, and has some dynamic lighting.
My alphas are what they are. Alphas. Alphas are the early, crappy tests. In my mind alphas are: Baren, not detailed/textured, no dynamic lighting, sound, not many props. The basic map.
Betas: Detailed, 100% Textured, 100% Working (no door problems, etc), Propified, and has some dynamic lighting.
hyce777- Clan Member
- Posts : 513
Join date : 2009-12-05
Age : 30
Location : Seattle, Washington, USA
Re: working on a rather silly map.
Eraserhead wrote:hmm we might want to disable snipers on that map...
Nah ;)
Re: working on a rather silly map.
Nah, we should disable all classes except sniper on that map!Eraserhead wrote:hmm we might want to disable snipers on that map...
Re: working on a rather silly map.
Sgt Pepper wrote:Eraserhead wrote:hmm we might want to disable snipers on that map...
Nah, we should disable all classes except sniper on that map!
You win
Re: working on a rather silly map.
what happened to the quote box highlighting? this new scheme is confusing me.
LOOK IT'S ADAM!!!- Clan Member
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Join date : 2010-02-16
Age : 34
Location : Cal Poly, the real one.
Re: working on a rather silly map.
--LOOK IT'S ADAM!!! wrote:what happened to the quote box highlighting? this new scheme is confusing me.
It's PMSing right now .
Google- Clan Member
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Join date : 2010-04-01
Age : 32
Location : New York, USA
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