Thank you to everyone for helping during the test.
I'm going to try to put in some basic textures for the next test. They will change once the detailing team takes over but it might help everyone feel the real length of the map.
Edit: The feedback was especially helpful and the pictures.
I'm gonna take a look at it myself, alone, later before making suggestions
Think I might join you gents, getting sick of my current server. Is it alright to play without a mic, or is that frowned upon with the PA servers?
It's fine, THOUGH it is A LOT MORE FUN playing on a team where people can talk to each other. Voice comm helps a lot in this game even if only used for nothing more than cursing back and forth at Crash.
Think I might join you gents, getting sick of my current server. Is it alright to play without a mic, or is that frowned upon with the PA servers?
It's fine, THOUGH it is A LOT MORE FUN playing on a team where people can talk to each other. Voice comm helps a lot in this game even if only used for nothing more than cursing back and forth at Crash.
Think I might join you gents, getting sick of my current server. Is it alright to play without a mic, or is that frowned upon with the PA servers?
It's fine, THOUGH it is A LOT MORE FUN playing on a team where people can talk to each other. Voice comm helps a lot in this game even if only used for nothing more than cursing back and forth at Crash.
Think I might join you gents, getting sick of my current server. Is it alright to play without a mic, or is that frowned upon with the PA servers?
It's fine, THOUGH it is A LOT MORE FUN playing on a team where people can talk to each other. Voice comm helps a lot in this game even if only used for nothing more than cursing back and forth at Crash.
I didn't get a response before so I'll post it again; is there still any room left on the team? And if not, is there enough interest to field a second?
Made changes from feedback and testing to starting area.
Made changes from feedback and testing to starting area.
Added train track and water.
As you can see in this picture, the main building blocking the Blue Spawn and Point A has been shrunk, shortening the distance to the point.
Another picture of point B
95% of the props you see in these pictures and for these test are there as place holders for space. If possible ignore the lighting for these test until it's in the detailing stage. Current textures are for test purposes only, they will be changed during detailing.
The only issue I thought of for snow was the newly added water. But we could always put in a couple of Frozen ice pieces on top.
Littleboots and I worked on an idea for an ice factory where an ice machine had been left on. We wanted an occasional heavy frozen in ice to come along with the sound clip "this is sad day" playing. This was supposed to be apart of plr_secretproject but we went with an alpine theme instead. Here are some pictures from super secret test we did. Maybe it will spark some ideas:
remove the roof over A and just keep it open
open up the space around A a little, provide a better entrance for Blu to the cp
instead of water how about an instadeath chasm right there? and a lower bridge going into a tunnel that comes out between A and B somewhere on the Blu side?
I'll draw some pictures this evening, I don't feel like I am communicating my ideas properly
Desert is a fine theme, there's a lot of textures and models already available for it, and the colors work really well.
But sometimes it's fun to branch out too.
Yeah it's not that the desert theme is bad by itself, it's just that sometimes it's easy to forget that there are maps out there that aren't desert because it's so freaking common.
BloodySloth on
0
Tommy2Handswhat is this where am iRegistered Userregular
how about you theme it around an abandoned city neighbourhood? or old ghost town? There's NONE of those! While I'm dreaming, I'd like 3 million dollars and a sandwich...
-->remove the roof over A and just keep it open
open up the space around A a little, provide a better entrance for Blu to the cp
instead of water how about an instadeath chasm right there? and a lower bridge going into a tunnel that comes out between A and B somewhere on the Blu side?
I'll draw some pictures this evening, I don't feel like I am communicating my ideas properly
Also I vote to stick with the desert theme
I'm curious about your reasoning for removing the roof on A? I'm willing to give it a try. I was trying to give scouts and soldiers something to jump on as well as give cover and build the map up vertically, however this idea has been done numerous times now.
I think you are feeling the same way that I am about this area around the A point. It seems currently lack the proper spacing, flow, and dynamics I was hoping for.
To help with this exercise, I've drawn the point's of entry for Blue (in blue colors) and Red (in red colors) as well as Red's push points towards blue spawn. After today's changes, I'm pretty happy with the map leading up to this point but, I feel like this area around control point A needs to be reworked quite a bit.. I may have to think on this one for a bit. Any drawings/detailed thoughts you have (or anyone) would be very helpful.
Posts
STAY OUT MOM, I'M DRUMMING!
http://forums.penny-arcade.com/showthread.php?p=8708307
Don't necessarily even need a nobuild brush, just have the bottom bumpy enough/prop-filled enough.
Any usefulness or teamwork that may occur is purely accidental.
Edit:
And my version
Fuck you Ebo!
Or should I say E-Ho.
Fuck you Crash!
Or should I say C-Rash.
that was
that was good
Wait.
Racist.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
These test should get easier and more pleasant, as the map evolves into something better.
http://etf2l.org/high/highlander-faq/
Two days before Reaches launches too.. wonder how many people will actually show up for matches.
SOP for pro matches
Made changes from feedback and testing to starting area.
Made changes from feedback and testing to starting area.
Added train track and water.
As you can see in this picture, the main building blocking the Blue Spawn and Point A has been shrunk, shortening the distance to the point.
Another picture of point B
95% of the props you see in these pictures and for these test are there as place holders for space. If possible ignore the lighting for these test until it's in the detailing stage. Current textures are for test purposes only, they will be changed during detailing.
If you get some spot lights glowing, and some gentle snowfall.. it could look completely awesome.
Littleboots and I worked on an idea for an ice factory where an ice machine had been left on. We wanted an occasional heavy frozen in ice to come along with the sound clip "this is sad day" playing. This was supposed to be apart of plr_secretproject but we went with an alpine theme instead. Here are some pictures from super secret test we did. Maybe it will spark some ideas:
Testing of the ice machine.
Testing of ice blocks.
also i can't imagine littleboots doing constructive things
i miss his bottom-of-the-page-sniping fart posts
Snow and water aren't exclusive.. it could be a sort of melty day, like a late snow in march where it falls, and then gets all slushy and nasty.
Not sure this could be done without creating new textures but I'd like to test it out.
remove the roof over A and just keep it open
open up the space around A a little, provide a better entrance for Blu to the cp
instead of water how about an instadeath chasm right there? and a lower bridge going into a tunnel that comes out between A and B somewhere on the Blu side?
I'll draw some pictures this evening, I don't feel like I am communicating my ideas properly
Also I vote to stick with the desert theme
But sometimes it's fun to branch out too.
TF2 snow is pretty ugly if you ask me and the swamp theme doesn't fit here I think
Yeah it's not that the desert theme is bad by itself, it's just that sometimes it's easy to forget that there are maps out there that aren't desert because it's so freaking common.
we need more snow/mountain maps
Steam | Twitter
I'm curious about your reasoning for removing the roof on A? I'm willing to give it a try. I was trying to give scouts and soldiers something to jump on as well as give cover and build the map up vertically, however this idea has been done numerous times now.
I think you are feeling the same way that I am about this area around the A point. It seems currently lack the proper spacing, flow, and dynamics I was hoping for.
To help with this exercise, I've drawn the point's of entry for Blue (in blue colors) and Red (in red colors) as well as Red's push points towards blue spawn. After today's changes, I'm pretty happy with the map leading up to this point but, I feel like this area around control point A needs to be reworked quite a bit.. I may have to think on this one for a bit. Any drawings/detailed thoughts you have (or anyone) would be very helpful.
Once the vmf is out I want to do a proof of concept for a night/snow theme. If I can pull off what's in my head, I think it'll look pretty cool.