Archive for April, 2008

Stage 1 update

Posted in Level Editing on April 16, 2008 by dookiebot

Some more changes at the second capture point has occurred due to some identified problems in the layout. A lot of time in researching and moving things around have been going on more than actual mapping.

However a sniper tower outside the Blue Spawn was added (and moved around several times!)

I am nearing the end of stage 1 alpha mapping, and the estimate time to completion is 11 hours of

developement.  Here are the things left to do:

Red Spawn
• Add doors
• Add tunnel from basement to riverbed
• Basic Texture for red base
• Basic brush work right outside spawn on left side
• Correct some brushwork on an arching plane
• Possible sniper battlement added to Red spawn – not sure if needed yet
1st Capture Point
• Finish brushwork
• Add Capture Point
• Add a couple of props for fun (most props will be added later in detail phase)
Middle Choke Point
• Lower ceiling and add a few more brush details to define pathway
Middle Hill Tunnels
• Basic brushwork on 2nd Sniper outlook
Blue Spawn
• Add more spawn points
• Add doors
• Add resupply cabinets
• Add triggers brushes
• Basic Texture for blue base
• Add Capture Point
• Fully define immediate area in front of Blue spawn
• Increase opening to sniper tower
Basic Optimization
• Add no draw brushes behind displacements
• Rework skybox brushes for efficiency

Inspirations and Rabbit Holes

Posted in Thoughts in Gaming on April 11, 2008 by dookiebot

These pictures *ARE NOT* part of CP_Hill, but just one of a few sketch maps I made to go in and test things.

I often get an idea and sketch something out and see how it works, check scale, find out if the idea is rubbish or not.

This sketch had an unintended effect- inspiration for another map.

And so a rabbit hole is discovered and down it I must go… inspiration must always be explored or you’ll snuff out the flame that makes you curious to begin with.

I often think to myself Hill is going to be the only map I make because the complexity of it slows me down. But I have to remind myself if I were making a Gravelpit or 2fort style map I would almost be halfway done at this point.

So who knows- maybe a few more maps will be made afterwards. If not I will gladly announce other ideas I have to see if anyone else wants to do them. Of course, as the saying goes… “If you want to make sure something is done right, do it yourself”

So far I have 2 other maps in my minds eye – a bombing run style map (inspired by this sketch) that will have a unique way to die through the use of triggers (and no, it is not another vertical map like hill or what these pictures would seem to suggest). The second is a Gravelpit style map. That map was inspired by a picture and would require me to “level” up in my mapping skills 🙂 before I attempt it.

Both these maps would *gasp* break away from the common desert scene (something I am not sick of but I here a lot of people complain about) yet still be true to the era and style of TF2.

I am already getting psyched up for making these now… must get out of the rabbit hole for now and get back to blazing a trail for CP_Hill.

My Blu Haven

Posted in Level Editing on April 10, 2008 by dookiebot

HAMMERR!!111

Mapping is such a love/want to blow the computer up thing sometimes. I can be working on one area for what seems to be 40 minutes and notice it’s actually been 2 hours, I can find myself day after day seeming to be doing brushwork in the same area and realizing at the current pace I will be dead before the map is completed.

But them comes the “A-ha” moments that can really get the momentum and morale running high again.

Recently I have redesigned the second capture point which also happens to be Blu’s spawn for the first stage. Details are still being finalized but the majority of it has been fleshed out.

I have created a few things I would have not tried when I first started with the red base, such as stairs and pillars. And they created with such ease. I have used the arch tool to make curved corners. Things are getting done faster….

Blu Spawn
The Blu spawn is not as spacious as Red’s, and that is okay because Blu’s spawn in stage 3 is going to be quite the bachelor pad. But I was encouraged at the speed I started to put it together, realize a major change needed to occur and then split it up into two pieces and reassembled into a more compact and tactically interesting piece.

Also Blu’s base and area set up is going to be angled against the Hammer grid. Which basically means I am having to do the brushwork outside the map and once complete move it into Blu’s area and rotate it at an angle so it is facing the way it needs to.

This is something I would not have tried even a week ago.

But it has reason now so I am mapping this way.

But what makes it funny is one reason I redesigned the second capture point in the first place was because it was too complex. I redesigned it to be simpler but it has taken on a complexity about it all over again. This time the complexity justifies itself in terms of gameplay and design. Necessity trumps excessiveness.

Things on my mind-

This part of the map being relatively flat and open, the sniper is on my mind with every brush made. The sniper is my least played class, I don’t enjoy playing him much. And I hate sniperfest maps, but I am purposely mapping to make him at home in stage 1. But he will not be able to dominate the map. One thing I always found funny on 2fort is it seems snipers seem to always be playing a different game from the rest of the team. They are up in the battlements in their own scoped world. I do plan on crafting a piece of this for the second capture point. Snipers for both Red and Blu can have their showdowns here. Though they may be a bit dependant on engineers for sustainment. The sniper will continue to play a value role in the next two stages but by design I shouldn’t have to be as conscience of him to make sure he doesn’t have it too easy.

Engineer – sentries just don’t seem to have the range I think they do. And when it comes to slopes it seems to be even trickier. There may be some more work on the caves to suit you more. Alpha playtesting will tell. I look forward to seeing some formidable engie nests. I am setting up for a lovely spot at the bar with your name on it on the first capture point. I look forward to seeing a Level 3 Sentry protecting the CP with this little sign hanging above the wrench whacking Engie’s head.

Heavy- you’re the last piece of the puzzle as far as class mapping for the second capture point. I am concerned the drive to the second capture point leaves you too vulnerable. I’ll take care of you though. Don’t worry.

Redesign alert!

Posted in Level Editing on April 8, 2008 by dookiebot

As Stage 1 (first two of six control points) basic design is shaping up, it has become apparent there is some fat on my map layout. Meaning I need to make it smaller.

One of my top complaints about custom maps are the ginormus size of some of these things! I have been trying not to fall in that same trap but low and behold I have. The good thing is I have recognized it before the first stage is even completed.

Also, I remember reading advice on not just sticking to your drawings but to also be open to changing your design as the need presents itself in the actual map construction. I have come to that crossroad as well.

Currently there are two major reductions happening.

• The riverbed that snakes around the red base will be moved in closer to the first capture point to reduce land that will most likely never be used/played on. This will impact the cave entrance as well, another plus. The riverbed also leads to a back entrance to the first capture point. The incline up from the riverbed is too wide and will be narrowed slightly and possibly shortened. This will tighten up the first capture point, allow for less running around and more close quarters battles and surprise counter-attacks. The sniper vantage point detailed in the Caves… They Be Hard discussion will remain unchanged, however the tightening of the first CP will improve the vantage point for the sniper player.
• The second capture point is being completely redesigned. This decision came as I began doing the brushwork and realizing how the design itself was unnecessarily complicating the brushwork and slowing me down. So it was back to drawing board. I have comeback with a newly designed second capture point that is more compact than originally conceived and uses less complex brushwork specifically in relation to having both raised and lowered playing fields in order for map to match my drawings. This is going to speed up completion of stage 1, make it look better, and play more efficiently. The only problem I need to keep an eye on is when it comes to alpha play testing is if this new design makes taking the second capture point too difficult for the red team. In the original design a “safe” area was provided that allowed the red team to group up somewhat protected and make a push for the final control point (similar to the gated areas in dustbowl that could only be opened from one side so the defending team could not push the attackers back). Since there are three areas the red team can approach the last control point (main road, sniper vantage point, and underground cave) this might not be a big deal.

Screenshots should be coming in the next few weeks of a nearly complete alpha stage 1. As ugly and basic as it will look, it will still represent a milestone in progress. Meaning it will be time to move on to creating stage 2 (the next two capture points). Stage 2 will come along more quickly than the first stage which I am excited about because as of last week I could not see an end to completing the first stage and now I am officially on the downhill slope and see the sign that says “Stage 1 Exit 5 Miles”. Wooo hoooo!!!111