TF2: Bobbys Mapping Adventure Log. Wanna Beta?
BobbyDigi
? R U #Hats !TX Icrontian
I hope I am not over stepping my bounds by posting/asking this here.
I need a group to beta test my map. I can run around all day by myself finding my mistakes but to test game play I need outside opinions. I would love to host a server for a couple hours but I'm not sure my DSL will hold up. It does alright for 1 person along with me on the LAN, me thinks it would be better on the Icrontic server.
I was thinking about planning Friday the 11th starting at 6pm PST (9pm Icrontic time?) or if there is a better time? That is flexible.
Things I still need to do:
Before Beta:
-Finish up a bit of the layout
-Optimize, Optimize, Optimize, and then continue to optimize. This includes func_detailing and vis optimization.
-Research if I can turn allspeak on in the map so we can discuss and hear everyones reactions during play.
-Once time/date is set in stone I will post this info on other tf2 mappers sites for more exposure.
When I can:
-Sounds and Soundscapes. Keeping certain sounds in/out of certain rooms.
-Lighting, currently default lighting, it works but causes some odd shadows.
-Lots of Detail
-3D Skybox
-Research and eliminate error "Can't load skybox file to build the default cubemap!"
-In game Cameras (Thats show ths points when you are dead )
Map Information:
Name: cp_KewNet
This is a 4 point map. The goal is for the blue team to capture all 4 points in order while the red team attempts to stop this from happening.
Start time: 10:00 with each capped point adding 3:00
Setup time: 60 seconds
Layout: Based on a building I used to work in for a company called QNet. Point A is on the first floor, B on the second, C on the third and the final point is on top of the Red Spawn (To the side of the building).
Blue starts with two exits to the map (after setup of course) unlocking a 3rd upon capping point A.
I still have 2 major things to do. There is a courtyard in the middle of the building that turned out way bigger then I expected. I need to think of a creative idea to possibly cut this in half or the map will be slow due to vis. And currently there is access to the roof. I might cut the open areas on the roof and just make these routes that go above the 3rd floor. I just had a sweet idea while I was typing this that may help both of those.
I am learning as I go but that doesn't mean this is a noob map. Maybe I am giving myself to much credit, maybe you guys will hate it. I dunno.
As soon as I can optimize and get the file size respectable I will be hosting the map for download so you can check it out before live play if you want.
So yeah, thoughts? Offers? Reservations?
Thanks for listening to my mindless ramblings,
-Bobby
I need a group to beta test my map. I can run around all day by myself finding my mistakes but to test game play I need outside opinions. I would love to host a server for a couple hours but I'm not sure my DSL will hold up. It does alright for 1 person along with me on the LAN, me thinks it would be better on the Icrontic server.
I was thinking about planning Friday the 11th starting at 6pm PST (9pm Icrontic time?) or if there is a better time? That is flexible.
Things I still need to do:
Before Beta:
-Finish up a bit of the layout
-Optimize, Optimize, Optimize, and then continue to optimize. This includes func_detailing and vis optimization.
-Research if I can turn allspeak on in the map so we can discuss and hear everyones reactions during play.
-Once time/date is set in stone I will post this info on other tf2 mappers sites for more exposure.
When I can:
-Sounds and Soundscapes. Keeping certain sounds in/out of certain rooms.
-Lighting, currently default lighting, it works but causes some odd shadows.
-Lots of Detail
-3D Skybox
-Research and eliminate error "Can't load skybox file to build the default cubemap!"
-In game Cameras (Thats show ths points when you are dead )
Map Information:
Name: cp_KewNet
This is a 4 point map. The goal is for the blue team to capture all 4 points in order while the red team attempts to stop this from happening.
Start time: 10:00 with each capped point adding 3:00
Setup time: 60 seconds
Layout: Based on a building I used to work in for a company called QNet. Point A is on the first floor, B on the second, C on the third and the final point is on top of the Red Spawn (To the side of the building).
Blue starts with two exits to the map (after setup of course) unlocking a 3rd upon capping point A.
I still have 2 major things to do. There is a courtyard in the middle of the building that turned out way bigger then I expected. I need to think of a creative idea to possibly cut this in half or the map will be slow due to vis. And currently there is access to the roof. I might cut the open areas on the roof and just make these routes that go above the 3rd floor. I just had a sweet idea while I was typing this that may help both of those.
I am learning as I go but that doesn't mean this is a noob map. Maybe I am giving myself to much credit, maybe you guys will hate it. I dunno.
As soon as I can optimize and get the file size respectable I will be hosting the map for download so you can check it out before live play if you want.
So yeah, thoughts? Offers? Reservations?
Thanks for listening to my mindless ramblings,
-Bobby
0
Comments
Best of luck, though!
Plus if you are interested, Prime Time is a very good and acceptable reason to postpone release.
-Bobby
im still lol irl...
lemme know when u got it ready and i'll help out.
I've actually had the same idea for a map. Got started with it then got bored/distracted by life. I'm sure yours is much better than mine was/is.
I'd be glad to help test it out. Always interesting to see what people can dream up and then create.
Who should I be in contact with about putting it on the Icrontic server?
Thanks for all the kind words also guys.
-Bobby
hey whats up lets go
As of now this project is on Valve Time. Thank you and have a great day.
-Bobby
*Edit to note a few things*
Layout is set for Beta, Will be changed during beta if needed.
/edit
-Bobby
You can download beta0001 Here
Unzip it to C:\Program Files\Steam\steamapps\[steamID]\team fortress 2\tf\maps
Message me on Steam so I can make sure to hop on with you.
And connect to my server on 209.221.209.10:27015
-Bobby
Other than that, some good ideas, but I can't see playin on this map with any strategy... way too many ways to capture the CP's, I don't think it's defensible.
Thank you t_t!
- The reflections are my lack of cube_maps. Something I thought I might get away with for beta but might cause more trouble then I thought.
- It did end up a lot larger then I would have liked. I have to find some places to cut it down. I think I need to cut out the center courtyard areas altogether. That will allow me to make the map more linear and control how many ways a player can get to a point.
- Yeah I haven't done a lot of texturing, just some to try some things out.
- The blue sentrys main purpose is anti-spawn camp. The red ones are simply to help defend the last point. They are upgradeable and destructible. I am not so sure in a live game they would be so easy to pick off. The red team has the choice to take time and upgrade them if they want.
- Blue spawn is boring during setup. Once I can control the sound it wont be so jarring. Anyone happen to know how to confine sounds to an area?
- More signs, got it
- LOL, yeah I was playing around with the desk and tables there. I do want the space to be there, just need to theme them a bit.
Thank you again sir all of your thoughts will be absorbed and attended to in the next build. I appreciate you taking the time to help out.-Bobby
Other than that, I mostly noticed the same stuff that TT did. Too much use of the same textures is a big thing. IT makes it too hard to always tel where I can go,because it makes doors and ledges blend into the walls and floors. Also, once one knows the level, one should always be able to tell just where they are in the level, just by looking around and recognizing the textures and landmarks of an area.
Also remember that every area has to have a purpose. Look at each area and think "why is this area important to the level?" and just being another place to randomly meet and fight enemies is not enough.
It's a neat level with a lot of cool design ideas, but I think it's too hard to navigate. I would recommend keeping all of the areas in the design (so that it retains that 'big industrial building' feel, but to 'board-off' several of the sections that are strategically superfluous, and put up some nice, big signs.
Thank you CB, some excellent input.
It's good to have some feedback now so I have some things to work on. I got to a point with the map that I just couldn't think of where to go next. Now I have some specific directions.
My server is down for the day as my computer is at work with me. But you can still download the map and check it out!... Or you know, if someone wants to throw it on the Icrontic server for some multi player testing
-Bobby
Started a new Map and found a more appropriate place to post it: http://forums.tf2maps.net/showthread.php?t=3215
Story: It is a dark night, Blu has a plan. A plan to take over the underworld of New York. The great battles of the war have destroyed everything above ground. The only habitable areas are the abandoned subway stations. Blu has gained access to the western most station. They know it will not be an easy task destroying the Red base to take over the underworld. The Red base is Eastern Station and Red is aware of Blus' plans (Spy got in on a meeting). Blus' task at hand, Start at Western Station, move the train, bomb loaded, across town to destroy Easter Station, take over the underground for a better life. Red, simply defend, as is life in the underworld.
Working Name: pl_SubStation
...
-Bobby
I can host d00d.
..
Ya I typed d00d!