Journal #5528

Posted 15 years ago2008-12-27 03:02:58 UTC
Strider StriderTuned to a dead channel.
ctf_volcano update!

I had totally given up on this project recently.. but somehow I got back into it.
User posted image
User posted image
User posted image
That exterior shot is the most WIP of them all. It's currently missing a skybox, the grass is too bright, and going through some props, but that's mostly all fixed now.

I've had to make a few changes to the layout in order to finish it (it probably would've stayed dead if I had to build as much as originally planned), so outdoors is going to be a little more compressed than I would've liked. But, it should work okay considering the size of the volcano interior.

More updates later.

13 Comments

Commented 15 years ago2008-12-27 03:13:05 UTC Comment #39500
This kind of update makes me want to work on my map.

Your detail is nice. Looking forward to the finished product.
Commented 15 years ago2008-12-27 03:31:58 UTC Comment #39495
Thanks, I always find it interesting how just playing/seeing another map inspires you to work. I kind of got back into this after playing a custom arena map for TF2. It looked great, but didn't play well at all. I guess it kind of inspired me to TRY and do the right thing by this one... which means lots of playtesting and tweaking when it's ready.
Commented 15 years ago2008-12-27 07:34:20 UTC Comment #39505
That capture point looks fairly hard to breach.
Otherwise - stunningly awesome work so far. Can't wait for the finished map. ^^
Commented 15 years ago2008-12-27 08:40:04 UTC Comment #39506
Agreed, I think that fence in the second shot could cause some serious troubles when trying to grab the intel - if the opposing team can approach it from the stairs of course (i.e. if there's a route for them through there).

Looking back at previous updates, this is something you definitely SHOULDN'T abandon. Keep up the good work, this is going to be awesome.
Commented 15 years ago2008-12-27 11:16:53 UTC Comment #39504
I expect to see caustics and water fountains in that map!

:)
Commented 15 years ago2008-12-27 14:19:49 UTC Comment #39496
Well, I am kind of hoping the capture points are hard to breach. I'm basing it (very loosely) off the capture points in ctf_2fort. Two entrances, but a small enclosed area. The fence is there simply to slow attackers down a bit, and encourage close-quarters battle. If I have to, I will limit Engineer constructions in there.

Habboi: No place for either of them, they were made with something else in mind. ;)
Commented 15 years ago2008-12-27 14:21:51 UTC Comment #39507
looking saxy
Commented 15 years ago2008-12-27 14:37:59 UTC Comment #39501
Wait, I just realized your vents have ends on them. Is there a secret model for that I don't know of?
Commented 15 years ago2008-12-28 01:03:49 UTC Comment #39497
There's a whole set of vent models for TF2.
Commented 15 years ago2008-12-28 02:18:57 UTC Comment #39502
I know that, but none of them have ends, and it's been bothering me.

Mind telling me the name?
Commented 15 years ago2008-12-28 02:22:26 UTC Comment #39498
Oh, sorry, now I know what you mean. I used the corner piece and rotated it upwards, so it goes into the ceiling.
Commented 15 years ago2008-12-28 02:35:58 UTC Comment #39503
Alright, that's what I kinda figured.

Sometimes I wish Valve kept mappers in mind when making a majority of their models. Some really good bits are usually cut off.
Commented 15 years ago2008-12-28 02:56:14 UTC Comment #39499
Yeah, very true. But they're still doing us more favours than 90% of developers to begin with, so I can't really complain. ;)

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