As I stated in an earlier journal, I was going to start mapping for TF2.
Needless to say, I have. I've probably been working on the following for around 60 hours over the past month or so.
The pictures are a little out of order, but there is a flow to the map, even if you can't see it.
Oh, and say hi to CP_Uranium:
As stated, it is a WIP. Lighting is not final, neither is detail.
You can also see that I don't have any cubemaps, either. Hence the purple and checkered board over displacements.
The gameplay is going to be capture point, but with a little twist. You'll see what I'm getting at in the future.
Still, I'm fairly please with what I have so far. Mapping is a lot less boring that I remember.
Feel free to comment / make suggestions.
Align those tiles in the first picture.
Those interiors look a tad too open for a game that relies so much on shotgun combat to me.
- The shot of the office area connected to the hallway, the concrete room with the track / side room, and the area with the tracks going above are all non-combat areas. I'm still debating on if there's going to even be a possibility of having a fight there, otherwise it's kinda like the Blu area prior to a Dustbowl round, just a tad larger (sarcasm on tad). The reason for this willy hopefully be shown later.
The only areas you see that will have combat is the area with the CP, the road leading up to the door of the warehouse, and on the other side of the right fence (as seen in the shot with the train overhead) that's on the other side of the warehouse with the CP.If those areas looks a little open, it's more of an illusion. It's not as big as it looks in the picture, trust me. Also, some cover will be added, in case you were wondering.
As for the tiles: I was thinking that, but then I remembered when people play they don't notice little things like that, and that's part of the reason it's taken so long to get to where I am, in that I'm doing every detail. I'm trying to cut back on that, but if it's that big of a problem I'll follow that suggestion.
Thanks for the input.
I see i'm not the only one who gets odd tiles on my blend textures. Any idea why that happens?
I'll be watching this closely =]
I can come up with ideas all day, but I'm not the Strider when it comes to getting it down in the editor.
I like it Luke, I can imagine when the final lighting is in place it would look quite solid.
Also.. you don't want to be like me, it's too tragic.
I kinda like it, but then something just isn't right to me. I can't put my finger on it.
I wan't it to be a map with a dusk sort of lighting, and I plan to make the sun rising in one of the corners.