tfc map (no name yet)

tfc map (no name yet)

Re: tfc map (no name yet) Posted by fishy on Mon Aug 23rd 2004 at 4:08pm
fishy
2623 posts
Posted 2004-08-23 4:08pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
what it say up there^^

:dorky:
Re: tfc map (no name yet) Posted by Cassius on Mon Aug 23rd 2004 at 5:29pm
Cassius
1989 posts
Posted 2004-08-23 5:29pm
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
Tree models are good, textures are misaligned and probably should be sharpened. What's with the lighting?
Re: tfc map (no name yet) Posted by ReNo on Mon Aug 23rd 2004 at 6:29pm
ReNo
5457 posts
Posted 2004-08-23 6:29pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Oh yeah I meant to comment on that in my...er....comment. When the
lighting in game looks worse than in the editor, you know it needs work
:razz:
Re: tfc map (no name yet) Posted by Campaignjunkie on Mon Aug 23rd 2004 at 6:36pm
Campaignjunkie
1309 posts
Posted 2004-08-23 6:36pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I like some of the rocks, but the lighting is just... [expletive]. It
almost looks like it's full-bright. Might want to change that water
texture too.
Re: tfc map (no name yet) Posted by fishy on Mon Aug 23rd 2004 at 6:53pm
fishy
2623 posts
Posted 2004-08-23 6:53pm
fishy
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aligning all the textures on some of the shapes that i've made here would be more than i could do, though it would add a lot to the map if it was possible.

what lighting? :razz:

i wanted to get the flag setup working first, so all but 1 of the previous compiles was without vis or rad. all there is for lighting atm, is a light_environment that's probably facing the wrong way for the sky, and a couple of wall torches in the tunnels that seem to be borked. the hills in that pic were a bit too dark too. the download has a different sky, with hills that blend in a bit better.
Re: tfc map (no name yet) Posted by Knare on Mon Aug 23rd 2004 at 7:08pm
Knare
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Posted 2004-08-23 7:08pm
Knare
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nature is something u dont usually get in TFC
Re: tfc map (no name yet) Posted by Gorbachev on Mon Aug 23rd 2004 at 8:44pm
Gorbachev
1569 posts
Posted 2004-08-23 8:44pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
It looks really cool and really butt ugly at the same time.
Re: tfc map (no name yet) Posted by fishy on Tue Aug 24th 2004 at 1:49pm
fishy
2623 posts
Posted 2004-08-24 1:49pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i got to thinking that the washed-outness wasn't all down to the lighting, and could be caused by the almost monotone rock texture too. i retextured and done a test compile.

what do you guys think, the gray or the brown?

User posted image

User posted image

User posted image

User posted image

i know the brown is a widely used tfc texture, but it make the scene look so much richer. even the trees look greener, which i find a bit confusing. :leper:
Re: tfc map (no name yet) Posted by Pericolos0 on Tue Aug 24th 2004 at 2:30pm
Pericolos0
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Posted 2004-08-24 2:30pm
40 posts 44 snarkmarks Registered: May 30th 2004 Occupation: i is a student Location: Belgium
hmm i quite like the brushwork, but the texture definiately need to be reworked. they lack depht and i see much photo rape stuff :razz:

the map would also look twice as smooth and detailed if you add transitions between rock and grass
Re: tfc map (no name yet) Posted by G.Ballblue on Tue Aug 24th 2004 at 2:51pm
G.Ballblue
1511 posts
Posted 2004-08-24 2:51pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Grey or brown... well, if you looked at it from the "releasing it on a server and having people play it" stand point, then use whatever texture you like :razz: If you like grey, do grey. or via versa :razz:

The brown definetly enhances the color a lot. I think the texture itselfs adds a lot of illusionary detail to the map. (detail you can't actually touch). The grey could look nice, but you'd need some light work at that point (possibly deepen the color on other textures? The grey really sucks the color out of them).

Edit: Okay, after looking at screen 2, I think I like grey. Gives your map sort of a U.K. -rainy-day look.
Re: tfc map (no name yet) Posted by fraggard on Tue Aug 24th 2004 at 3:00pm
fraggard
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Posted 2004-08-24 3:00pm
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I'm liking the current look TBH. (Assuming you're going to fix the lighting, of course :razz: )

Suggestions:
  • Texture Alignment (Alt+RightClick is your friend)
  • Change the water texture
  • Skybox looks somewhat strange.
  • Some spots seem to have too many trees, plus they all look very similar to each other
  • <3 that bridge
  • Most definitely brown, with some harsher yellow sun. Maybe do something to the gamma to get proper contrast. Personally I don't like that rock texture I find it too rocky for that setting.
Re: tfc map (no name yet) Posted by ReNo on Tue Aug 24th 2004 at 3:14pm
ReNo
5457 posts
Posted 2004-08-24 3:14pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
The brown is probably better than the grey, but at the same time I think using THAT brown rock texture makes it look like a thousand other natural terrain levels. You may want to look into custom rock textures or something as opposed to standard TFC ones, though I'm sure there are other rock textures in TFC that look nicer than that one.
Re: tfc map (no name yet) Posted by fishy on Tue Aug 24th 2004 at 4:49pm
fishy
2623 posts
Posted 2004-08-24 4:49pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
in a word, nope.

i've had a go at editing the brown texture, as i quite like it, apart from the wiggley bits that it has that shows up the repeat pattern to clearly. i've not tried it out yet, so , fingers crossed that it'll looks ok.
Re: tfc map (no name yet) Posted by beer hunter on Tue Aug 24th 2004 at 6:10pm
beer hunter
281 posts
Posted 2004-08-24 6:10pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Interesting twist on the flagrun style, rocks look pretty good considering its mindless vertex manipulation :smile:

I prefer the grey rocks as the brown is overused, they'll prolly look better once the lightings sorted.

Bug - theres a HOM in the water near the blue tunnel exit.

Spawns need some work so theres less chance of getting stuck on the sandbags, netting supports and cave exit.

Narrow paths leading out of a single spawn could be a problem for the faster classes and when theres several players trying to get out at the same time.

Steps leading out from spawns are ok but could ditch them for better looking rock slopes or rock steps.

Tunnels could also do with being made wider.

When clip brushes get added to the trees it could make those areas difficult to nav as theres quite a few trees in there, nice low poly models :smile:

Not sure if each side of the river needs some blue/red colour markers ?

Seems like the flags and cap points are too close together and the cap point stuck away in a tiny area doesn't look too impressive.

Dunno about the main bridge area, with the cap points and flags so close together and all the paths converging into this central area i'm guessing that its going to get very spammy. A couple more paths should give peeps more options - extending the river round to the spawns (drop into it from the spawn) or another path at high level connecting the rocks may open it up a bit more. Or move the cap points into more open areas ?
Re: tfc map (no name yet) Posted by fishy on Tue Aug 24th 2004 at 7:28pm
fishy
2623 posts
Posted 2004-08-24 7:28pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
yup, i'd agree with most of your concerns if this was being played by more than maybe 6 on 6. the tight tunnels etc., but bridges are made to be spammed. :biggrin:

the three cap points are only where they are for testing, making it a bit unbalanced atm, with red having it's starting flag in an easier to reach position. i'm still toying with the idea of turning the flags into beer, burgers, and a hi-fi. the team that captures them all has a party. but to do that, i need to make an area where all the items get capped. and i think i know just the right place now. :smile:

i know the HOM you're talking about.

the steps do look kind of crappy when used with the gray rocks, but i dont think i'll be using the gray now. instead, i tiled four of the tfc rock textures together, and done a bit of editing to kill the obvious repeating.

old and new-

User posted image

User posted image

i'm a bit worried about clipping the trees too. or even using invisible func_walls to give bullets and stuff something to hit. i think if i do use anything, it will need to be thinner than the trees, just to give some extra leeway. i'll need to go test a few shapes, and see if any are less sticky than others.

cheers for the comments. :smile:
Re: tfc map (no name yet) Posted by Knare on Tue Aug 24th 2004 at 7:32pm
Knare
62 posts
Posted 2004-08-24 7:32pm
Knare
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62 posts 6 snarkmarks Registered: Aug 20th 2004 Location: New York, US
fishy ur right;
snipers will own the bridge
Re: tfc map (no name yet) Posted by Biological Component on Tue Aug 24th 2004 at 8:09pm
Posted 2004-08-24 8:09pm
500 posts 90 snarkmarks Registered: Apr 7th 2004 Location: USA
I beg of you, do not use that old Half-Life brown-rock skybox!
Re: tfc map (no name yet) Posted by beer hunter on Tue Aug 24th 2004 at 8:27pm
beer hunter
281 posts
Posted 2004-08-24 8:27pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
the three cap points are only where they are for testing, making it a bit unbalanced atm,
Ahhh, right :smile:
i'm a bit worried about clipping the trees too. or even using invisible func_walls to give bullets and stuff something to hit.
Definitely need to clip them as its very weird walking thru models. Spacing out the trees a bit more should help.

Still prefer that grey tbh but if you do go with the new brown rock then i would tone down the colour saturation (?) as its very bright :cool:
Re: tfc map (no name yet) Posted by Headz on Wed Aug 25th 2004 at 9:08pm
Headz
9 posts
Posted 2004-08-25 9:08pm
Headz
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Nice so far fishy, apart from what others have said I think you ought to keep the grey rock texture, and set the map almost at night time, with red and blue team path lights that would really make use of alll the shapes in the map to give a great atmos, can use a nice night sky then, dark night against all the rich colours lit up would really set the map off, especially natural sounds at night would make it great and even more original, too many infact all ctf maps are in day time, cant name one that is at night. (maybe schtop)

I think you ought to add a fire somewhere, would imply someone is camping there (lol prolly a sniper) and looking for more wood or something, also a nice waterfall, maybe even one of the trees should be felled accross the river, to imply high winds have been present,

Also since you can model and your name is Fishy, how about a few jumping trout or salmon (nice trade mark) trying to get up river.
Re: tfc map (no name yet) Posted by Forceflow on Thu Sep 2nd 2004 at 3:27pm
Forceflow
2420 posts
Posted 2004-09-02 3:27pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
I really like someone trying to get more non-standard-style maps into TFC.
  • Fix the lighting
  • Don't use too much trees, I want to conc around !
  • Some rocks look odd ... (the ones that go almost vertically downwards)