Migrating North (TF2 Map Dev Blog)

27 02 2010

As I mentioned in my twitter a short while back I sorta went a bit crazy in the process of trying to finish my map. I was trying to find a way to “wall-off” the edges of my map in a visible sense. I’d already put in player clip brushes that would keep people from falling into the void, but still they would need a visual clue to understand why they can’t proceed past a certain point. The problem that arose was that it would be far too time-consuming to make displacement cliffs, at least if I was going to have this map playable by my self-imposed deadline. The solution was to use static props of cliff faces and huge rock formations. Only problem was that the only ones suitably big enough were not thematically fitting with the tropical/desert theme of the island, since they were from the Forest/Alpine theme. I couldn’t figure out a good way to justify the grey forest rocks, even as volcanic, so I decided to do something drastic. I completely altered the visual theme of the map. In short, goodbye to Moai Island, and hello to “Aleutia”.

No, you cannot see Russia from your spawnroom

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An Isle of Textures (Moai Island Dev Blog)

24 02 2010

I gave myself a self-imposed deadline to have a playable version of the map ready by the end of this month. I am very close to achieving that goal now. Not only is all the game logic in place, complete with working spawnrooms and resupply lockers, but I also have completed the base texturing of the entire level. I will let these screenshots speak for themselves.

Aerial View of the Island

Exterior view of the RED Spawnroom

An exterior view of the BLU Spawnroom

RED Spawnroom interior, note one of the doors has been moved

Capture Point Room

the BLU side of the Server Farm

Server Farm: RED Side, along with a better view of the tape racks

RED Base Entrance, complete with a version of my Morley's poster overlay

Naturally I still have a ways to go. I have some more props that need to be put down both inside and out, some more overlays need to be laid down, I have a whole lot of optimizing to do, and of course I need to get it tested out. But of course that comes after everything is done. As to whether or not I’ll actually put Moais on this island, well…I’m starting to think maybe I don’t need them, at least not for the first iteration of this map.





Lights, Cap-Point, Action! (Moai Island Dev Blog)

16 02 2010

Work is proceeding at a decent pace on Moai Island now. Still no Moai statues though. In fact I’m almost considering ditching that idea in place of putting a wrecked plane on the island instead but I still have a ways to go before I deal with that. While the file name still lists it as an Arena Map I’ve decided I’m going to throw caution to the wind and make it a King of the Hill Map. The logic for KOTH was fairly easy to put in place (thanks to tf2maps.net) and I think the fact that it’s on the smaller side will make for far tenser battles.

Anyway, here are some more screen shots. First up, a shot from inside the BLU spawn point. It’s still under construction but those doors work perfectly.

Impressive, but could you give us a roof?

Next up is an image I got while respawning, showing off some of the terrain as well as the satellite dish I finally decided would adorn the roof of the main building.

Just resting, boss

Then I have a shot of the interior of that same building, such as it is, now with a working capture point.

Lastly is a look at the server room in the island base, which connects to the room beneath the capture point room.

And yet all of this information could be stored on one DVD today.

Obviously I still have a lot of work to do, like optimizing lighting and texturing the interior, but I’m glad it’s shaping up really well so far.





Water, Water, everywhere (Moai Island Map Dev Blog)

11 02 2010

So my TF2 map is again coming along slowly. I’ve started texturing the terrain and doing the best I can with displacement seams and what have you, but more importantly, I spent most of the day trying to figure out why my water wasn’t rendering, only for the problem to solve itself randomly. I think I’ll take the victory seeing as how I was doing everything I was supposed to in the first place.

A look at the (seemingly) infinite ocean

Here’s also a view of one of the entryways to the control point with some of the alpha painting to make it look like a well-worn path. I actually changed the texture I was using so now it’ll be a more defined form of grass and it won’t look as disconcerting. I’ve decided making the island look somewhere in between tropical and desert is perfectly acceptable, and the “Egypt” textures lend itself well to that.

Weirdest looking grass ever

I still have a lot to do though, namely finishing up what the spawn buildings will look like, adding environmental objects (including the moai statues I’ve been designing) figuring out how to deal with boundaries underwater, and of course applying the KOTH game logic.





More TF2 Cartography

26 01 2010

I’ve finally finished laying down all the exterior landscape and interior (sans one stairwell) of my TF2 map. Some things still need to be fixed like the fact a lot of props are invisible for no reason, though that might be my rendering options right now. Anyway here are some in-engine shots, enjoy. I know in the first image part of the roof is missing on one building, but I fixed that along with some other architectural errors.

Thinking I might add a battlement or a Radome to the top of the central building

As I said some props seem to be randomly invisible, like this cap point base





Rising from the Inky Depths, it’s Atlantis! Wait, it’s just my TF2 map

15 01 2010

So I said at one point I didn’t have any proper screenshots of Moai Island in its slowly emerging new form, but I figured I should show at least something, so here are a couple in-editor shots of the new above-ground level housing the capture point.

Outside view of the whole structure portion of the map

Outside view of the whole structure portion of the map

Inside view of the Capture Point Room

Inside view of the Capture Point Room

For a better view of what the whole level is going to look like, here’s the floor plan as seen from above:

Here's a Schematic for ya...

Here's a Schematic for ya...

In addition to the room on the upper level I also added another room underground, or more correctly turned a hallway into a room so that now there is going to be a room full of computer servers for players to run and gun through. I also moved the entrances to the underground portions over to the sides of the level. This does make them slightly uneven so to counterbalance that I’m going to add one more connecting hallway as seen in the diagram below.

Yes I am glad I found and exported the TF2 fonts

Proposed Hallway

After that it’s just going to be a small matter of re-doing the terrain, making it into a displacement, surrounding the island with water, and adding the titular moais on the surface so people aren’t completely at the mercy of Snipers.