Contesting: Frozen Assets Dev Blog

20 05 2011

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.





The map formerly known as Slush Fund: Frozen Assets Dev Blog

11 05 2011

So 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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CTF_Server_Farms Update: Landscaping Issues

7 12 2010

Ok so I don’t have any images to show (mostly because I’ve just been patching up geometry), but the general archeticture of the level is now finished and can easily be copied and reversed to fill out the BLU side of the map. The major problem now is what I’m going to do in regards to landscaping. Originally I planned to put the whole level in a giant cave, even if that made the whole purpose of a skybridge silly. But admittedly this was partially so I wouldn’t have to do a 3D skybox at any point. To be honest though, I really should learn how to make a 3D skybox in Source. So of course the problem now becomes how to map out this level without making it look like just about every other CTF level in TF2. That is to say, two bases facing each other with an open area in the middle looking out over a vast nondescript piece of the American Southwest. The only official CTF map to my knowledge that bucks this trend is Sawmill and that’s partially because it’s a repurposed KOTH map. I’d ask if anybody has any thoughts but I know this blog isn’t viewed all that much, which is perfectly fair given my sporadic updates.





Small Update on the Mundane

10 08 2009

Since tf2maps.net is having a mini mapping contest for their new swamp theme pack, I decided I’d use this as a way to reignite the part of my mind devoted to level design (located just behind the part of my mind devoted to enjoying the band Rush way too much) and try my hand at building one. This works out since I’m working on something small-scale and nonfuctional, which will allow me to experiment in an almost miniature form before going back to work on Moai Caldera. Since I have a pretty good idea of what I want to do (a map with a fair amount of water leading off into an impassible dropoff), it’ll also help me learn how to use displacement maps and water, as well as a few other things like soundscapes and particles. After all, the swamp pack includes those and I figure I might as well use them if I have them. Now I am by no means expecting to win, especially since I only have about 15 days to finish and submit something and the contest is 10 days in already. This is more of an exercise to see what I can do and sort of build up some level of self-confidence in my ability to use hammer.