It feels really good to finally be done this map, and to have submitted it for the contest at TF2maps.net. It also feels good to have done so much that I’d as of yet not done before in this map. I’m not going to really go screenshot-heavy in this post because not much changed save for a few bits added here and there, but rest assured in the near-future I’m going to have download links up as well as a media gallery that will show off not only the map but also the custom content I created for it.
Contesting: Frozen Assets Dev Blog
20 05 2011Comments : Leave a Comment »
Tags: Frozen Assets, hammer, mapmaking, Slush Fund, Source SDK, Team Fortress 2, tf2maps.net
Categories : Level Design, Team Fortress 2
The map formerly known as Slush Fund: Frozen Assets Dev Blog
11 05 2011So the name change is official now. Slush Fund will hereafter be known as Frozen Assets.
I just finished going around the map testing out my latest set of changes which included putting in a fully working soundscape and almost completing the 3D skybox. I say “almost” because there’s still some minor graphical glitches that ruin the effect that I have to sort out. I also ran into some lighting issues that needed to be fixed. Those are fixed now in what I hope will be the “final” iteration of the Slush Fund/Frozen Assets development cycle but who knows.
I’ve also created two more custom posters that I’ve put inside my level, but lighting issues make them hard to read in-engine so i’ll just show them off along with some screenshots right after the jump:
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Tags: Frozen Assets, hammer, mapmaking, Slush Fund, Source SDK, Team Fortress 2
Categories : Development, Level Design, Team Fortress 2
Urban Renewal: Slush Fund Dev Blog
4 05 2011It’s certainly been a while. I’ve been hard at work building the 3d Skybox for Slush fund so it doesn’t look like it’s hanging out in the middle of the sky as much. I’ve only got one side completed thus far (the other side I had a couple problems with displacements) but the side that is complete looks pretty good. Of course you don’t have to take my word for it or even agree with me, just take a look at these screenshots. I know some of the shadows are a little messed up but I’m not sure how to fix that just yet. Mostly this post is just to show some more progress work as I get closer and closer to the deadline and completion.
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Tags: 3d skybox, Level Design, mapmaking, Slush Fund, Team Fortress 2, tf2
Categories : Level Design, Team Fortress 2
Prop Department: Slush Fund Dev Blog
18 04 2011Still keeping the map name as “Slush Fund” for the moment. However I have been hard at work finishing texturing the map, as well as making lighting adjustments and adding props. Prop additions are coming along nicely, I had to dig into some publicly-released content from TF2maps.net in order to populate the vault with some riches but I think it’s turning out pretty well.
Lastly, as an added bonus, here’s a screengrab taken from the playtest where the server host hacked in a bunch of sentry turrets all tied to his player and then created a laser light show with the Wrangler.
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Tags: hammer, mapmaking, Slush Fund, Team Fortress 2, tf2maps.net
Categories : Level Design, Team Fortress 2
Ed is On Point: Slush Fund Dev Blog
28 03 2011After 3 months of development I can say with absolute certainty that Slush Fund is finally in an Alpha testable phase. It’s not fully textured but just about all the necessary lighting (read: you can see what you need to) and all of the game logic is in place. With two months to go before the end of the contest I have a lot of confidence I’ll be able to get it all detailed, optimized, and personalized (naming the capture points for one thing) long before that. At least I hope I can considering it took 100 minutes to render the map with VVIS and VRAD at full, which means there’s a lot of room for optimization.
As always, here are some screenshots:
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Tags: hammer, mapmaking, Slush Fund, Team Fortress 2, tf2, tf2maps.net
Categories : Level Design, Team Fortress 2
Start me Up: Slush Fund Dev Blog
24 03 2011I finally implemented the setup gates for the BLU side as well as gave them a functioning spawn room. This pretty much means the layout of the map is almost complete for testing. All I have to do now is finish setting up lights, add some resupply lockers, some on-map items (health and ammo) and then finish setting up the control points and get them working.
The only obstacle I seem to have to this is that Hammer seems really crash-prone now. Just today it crashed about 4 times in the span of an hour.
Anyway, here are some screenshots.
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Tags: hammer, mapmaking, Slush Fund, Team Fortress 2, tf2, tf2maps.net
Categories : Level Design, Team Fortress 2
More Lights: Slush Fund Dev Blog
21 03 2011So I had put up some more lights in Slush Fund a while back but never really took screencaps of them, I’m rectifying that situation right now. Here you’re going to see lights done for the interior of the bank, plus lights done in the RED base stairwell. I also re-did the lights in the mining tunnel so that there’s less of them. It’s still kind of bright but I’m not really complaining.
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Tags: hammer, mapmaking, Slush Fund, Team Fortress 2, tf2, tf2maps.net
Categories : Level Design, Team Fortress 2
Quick Lighting Update: Slush Fund Dev Blog
7 03 2011So here’s another update, this time showing some areas with lights in them.
I think it’s coming along well. Granted some spots could be brighter (spawn room) and some could be dimmer (the mining tunnel) but this is mostly just to get the map playable at this point.
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Tags: hammer, mapmaking, Slush Fund, Team Fortress 2, tf2, tf2maps.net
Categories : Level Design, Team Fortress 2
Downsizing: Slush Fund map dev blog
7 03 2011So I went in and made some adjustments to the size of certain buildings and areas in Slush Fund. It looks a lot better now, and that’s not just because i’ve added environmental settings like the sun and so forth.
I’d provide some shots of RED base but unfortunately there’s no lighting installed just yet (working on that now along with getting all the game logic in place). Also there’s been a slight hiccup regarding areaportals and a certain door model. So I have to figure out how I’m going to fix that. My plan is to have the map playable, but not necessarily fully textured, in a couple weeks.
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Tags: hammer, mapmaking, Slush Fund, Team Fortress 2, tf2, tf2maps.net
Categories : Level Design, Team Fortress 2
Honey I Shrunk The Mercenary: Slush Fund dev blog
24 02 2011So today I learned it’s very important to check the scale of things before building the whole entire map. Which seems like something I really should have done but I got too fixated on the whole architecture thing. I also forgot the standard door height is 192 units and not 256 like I was doing before. This is not the end of the world by any means, it just means I have to make a few tweaks. Which of course puts me back a bit in terms of doing things like terrain sculpting but oh well. I’ll get it eventually.
Anyway here are some screenshots. I’m particularly happy about how the displacement cliffs surrounding the BLU spawn are turning out.
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Tags: hammer, mapmaking, Slush Fund, Team Fortress 2, tf2, tf2maps.net
Categories : Level Design, Team Fortress 2