hookyLooks out of place IMO, but it's still alpha. I have no idea what it will look like when it's finished.
It won't be out of place at all... that lighthouse will be on a cliff (the OoB side of second) and will be overlooking an ocean, on both sides. The map will take place on a sandy island area with spytech bases in the mountains on either side. So, perfectly in place! That is, when I get to detailing, haha.
[quote=hooky]Looks out of place IMO, but it's still alpha. I have no idea what it will look like when it's finished.[/quote]
It won't be out of place at all... that lighthouse will be on a cliff (the OoB side of second) and will be overlooking an ocean, on both sides. The map will take place on a sandy island area with spytech bases in the mountains on either side. So, perfectly in place! That is, when I get to detailing, haha.
it would be cool if there was a hole in the lighthouse i can jump through or a ledge or something
it would be cool if there was a hole in the lighthouse i can jump through or a ledge or something
better shot of the still-wip second point
it'll be a heck of a lot different gameplay wise and i think it'll be a great thing for the map to try something new like this
of course it will need improvement but that's what tests are for
https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-04_00001.jpg
better shot of the still-wip second point
it'll be a heck of a lot different gameplay wise and i think it'll be a great thing for the map to try something new like this
of course it will need improvement but that's what tests are for
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-04_00001.jpg[/img]
Second looks like it'll be a lot easier to hold now. This is definitely a good thing.
Second looks like it'll be a lot easier to hold now. This is definitely a good thing.
I've never played this map, but have you thought about making the lighthouse shorter and putting the cap point on top? Access for scouts could be aesthetically made by allowing them to jump from the pillars to the right. Instant classic tf2 second point spire! It just seems like such a little pillbox under that point at the moment.
I've never played this map, but have you thought about making the lighthouse shorter and putting the cap point on top? Access for scouts could be aesthetically made by allowing them to jump from the pillars to the right. Instant classic tf2 second point spire! It just seems like such a little pillbox under that point at the moment.
Well providing that Phi releases it before 10 ish tomorrow we should be playing it in New map pugs so we can see how it plays out.
Well providing that Phi releases it before 10 ish tomorrow we should be playing it in New map pugs so we can see how it plays out.
Sadly I won't be releasing the map tonight as an unknown error has plagued me for the last 5 hours straight and I have NO IDEA AT ALL how to fix it. I'm probably not working on this for the rest of the weekend cause I'm so pissed off at hammer for being such a dork. GG SOURCE ENGINE, GG.
(Basically my map won't light and is pitch black no matter what. I know that somewhere in my map there is ONE BRUSH that is causing this issue, however neither the compiler nor hammer is helping me at all. I've trial-and-errored it for the last 5 hours and I can't find it. I might just delete everything I made over the last day and redo it. I have no clue.)
Sadly I won't be releasing the map tonight as an unknown error has plagued me for the last 5 hours straight and I have NO IDEA AT ALL how to fix it. I'm probably not working on this for the rest of the weekend cause I'm so pissed off at hammer for being such a dork. GG SOURCE ENGINE, GG.
(Basically my map won't light and is pitch black no matter what. I know that somewhere in my map there is ONE BRUSH that is causing this issue, however neither the compiler nor hammer is helping me at all. I've trial-and-errored it for the last 5 hours and I can't find it. I might just delete everything I made over the last day and redo it. I have no clue.)
How about some sneaky clipping at the top of the light house for a crazy roamer spot?
How about some sneaky clipping at the top of the light house for a crazy roamer spot?
PhiSadly I won't be releasing the map tonight as an unknown error has plagued me for the last 5 hours straight and I have NO IDEA AT ALL how to fix it. I'm probably not working on this for the rest of the weekend cause I'm so pissed off at hammer for being such a dork. GG SOURCE ENGINE, GG.
(Basically my map won't light and is pitch black no matter what. I know that somewhere in my map there is ONE BRUSH that is causing this issue, however neither the compiler nor hammer is helping me at all. I've trial-and-errored it for the last 5 hours and I can't find it. I might just delete everything I made over the last day and redo it. I have no clue.)
Check to make sure you don't have a brush with a light texture on it stuck inside of some geometry. Or a prop that is stuck inside a brush. I've had that happen before and that tends to be the culprit. Turn off props and compile to see if that resolves the issue, if so that's probably what is causing it.
[quote=Phi]Sadly I won't be releasing the map tonight as an unknown error has plagued me for the last 5 hours straight and I have NO IDEA AT ALL how to fix it. I'm probably not working on this for the rest of the weekend cause I'm so pissed off at hammer for being such a dork. GG SOURCE ENGINE, GG.
(Basically my map won't light and is pitch black no matter what. I know that somewhere in my map there is ONE BRUSH that is causing this issue, however neither the compiler nor hammer is helping me at all. I've trial-and-errored it for the last 5 hours and I can't find it. I might just delete everything I made over the last day and redo it. I have no clue.)[/quote]
Check to make sure you don't have a brush with a light texture on it stuck inside of some geometry. Or a prop that is stuck inside a brush. I've had that happen before and that tends to be the culprit. Turn off props and compile to see if that resolves the issue, if so that's probably what is causing it.
ScorpiouprisingCheck to make sure you don't have a brush with a light texture on it stuck inside of some geometry. Or a prop that is stuck inside a brush. I've had that happen before and that tends to be the culprit. Turn off props and compile to see if that resolves the issue, if so that's probably what is causing it.
I've narrowed the problem area down to around 50 brushes (arches and cylinders in the lighthouses), and neither of those issues that you said are what's causing my error- I've already checked. I'll go through it again tomorrow.
[quote=Scorpiouprising]Check to make sure you don't have a brush with a light texture on it stuck inside of some geometry. Or a prop that is stuck inside a brush. I've had that happen before and that tends to be the culprit. Turn off props and compile to see if that resolves the issue, if so that's probably what is causing it.[/quote]
I've narrowed the problem area down to around 50 brushes (arches and cylinders in the lighthouses), and neither of those issues that you said are what's causing my error- I've already checked. I'll go through it again tomorrow.
OK, went back in the map this morning and within 20 minutes singled out the brushes within the 50 I had previously exiled and figured out which ones were causing the problem - it was the entire BLU lighthouse for some reason, EVEN THOUGH it had previously compiled fine (see above pics!) I hadn't even fooled around with the BLU lighthouse, it was the RED one I actually did stuff on. Go figure.
http://i.imgur.com/WZdag.gif
Anyway, expect an a7 release today. Huzzah!
OK, went back in the map this morning and within 20 minutes singled out the brushes within the 50 I had previously exiled and figured out which ones were causing the problem - it was the entire BLU lighthouse for some reason, EVEN THOUGH it had previously compiled fine (see above pics!) I hadn't even fooled around with the BLU lighthouse, it was the RED one I actually did stuff on. Go figure.
[img]http://i.imgur.com/WZdag.gif[/img]
Anyway, expect an a7 release today. Huzzah!
[b]A7 RELEASED[/b]
https://dl.dropboxusercontent.com/u/84556731/sunshine/cp_sunshine_a7.bsp.bz2
changelog
-REMADE SECOND
-detailing
-tons of other little things
[IMG]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-06_00002.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-06_00004.jpg[/IMG][IMG]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-06_00005.jpg[/IMG][IMG]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-06_00006.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-06_00007.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-06_00008.jpg[/IMG]
Update looks awesome
Couple things i've found
http://puu.sh/4JgUZ.jpg
Not exactly sure what this is called but looks kinda off, is on both sides.
http://puu.sh/4Jhdb.jpg
This wall seems a little out of place, I assume it's to make fast soldier rollouts a bit more difficult since they're already really powerful. Also maybe unclip that little slanted area?
http://puu.sh/4JhkX.jpg
I think I forgot to mention this last time but I think a prop or two that would allow medics and other movement challenged classes to get up here would be nice.
Really like the changes hopefully we can pug this next weekend or perhaps sooner.
Update looks awesome
Couple things i've found
[img]http://puu.sh/4JgUZ.jpg[/img]
Not exactly sure what this is called but looks kinda off, is on both sides.
[img]http://puu.sh/4Jhdb.jpg[/img]
This wall seems a little out of place, I assume it's to make fast soldier rollouts a bit more difficult since they're already really powerful. Also maybe unclip that little slanted area?
[img]http://puu.sh/4JhkX.jpg[/img]
I think I forgot to mention this last time but I think a prop or two that would allow medics and other movement challenged classes to get up here would be nice.
Really like the changes hopefully we can pug this next weekend or perhaps sooner.
Benroadshttp://puu.sh/4Jhdb.jpg
This wall seems a little out of place, I assume it's to make fast soldier rollouts a bit more difficult since they're already really powerful. Also maybe unclip that little slanted area?
I'm pretty sure that wall is there to block a sightline onto the second point from mid.
[quote=Benroads]
[img]http://puu.sh/4Jhdb.jpg[/img]
This wall seems a little out of place, I assume it's to make fast soldier rollouts a bit more difficult since they're already really powerful. Also maybe unclip that little slanted area?
[/quote]
I'm pretty sure that wall is there to block a sightline onto the second point from mid.
nightwatchI'm pretty sure that wall is there to block a sightline onto the second point from mid.
correct
also it IS there to make rollout more difficult but sightlines are pretty much the main reason, yea
[quote=nightwatch]I'm pretty sure that wall is there to block a sightline onto the second point from mid.[/quote]
correct
also it IS there to make rollout more difficult but sightlines are pretty much the main reason, yea
I find the spawn doors being off to the side of the last point very strange. Not sure why you didn't just arrange the spawn so that it centers the point between the doors.
http://i.imgur.com/BcnHUjg.jpg
Pink box: You can cap the point from this ramp.
Green box: I think a staircase/ramp here would be nice.
The lighthouse is beautiful. I am curious how it will play with the point being enclosed, but you might want to play around with opening up one of those windows, probably the one on the side of the point that faces last.
I find the spawn doors being off to the side of the last point very strange. Not sure why you didn't just arrange the spawn so that it centers the point between the doors.
[img]http://i.imgur.com/BcnHUjg.jpg[/img]
Pink box: You can cap the point from this ramp.
Green box: I think a staircase/ramp here would be nice.
The lighthouse is beautiful. I am curious how it will play with the point being enclosed, but you might want to play around with opening up one of those windows, probably the one on the side of the point that faces last.
blue side is overpowered because the lighthouse has a light coming out of it while red side does not
also i think the wooden stair case from b4nny's post looks out of place, maybe make a ramp of dirt/gound extending instead of using wood?
blue side is overpowered because the lighthouse has a light coming out of it while red side does not
also i think the wooden stair case from b4nny's post looks out of place, maybe make a ramp of dirt/gound extending instead of using wood?
Mangachu spot discovered: [img]http://i.imgur.com/vXB1LOS.jpg[/img]
I'm loving the lighthouses.
I'm loving the lighthouses.
i'm thinking of renaming the map
so
what name do you guys like better: cp_sunshine or cp_brunswick
i think the first one might have a little more ring to it but the second one best describes the theme/location i'm gunna go for
also i'm probably gunna fix that window spot in a8 sorry mangachu :'(
i'm thinking of renaming the map
so
what name do you guys like better: cp_sunshine or cp_brunswick
i think the first one might have a little more ring to it but the second one best describes the theme/location i'm gunna go for
also i'm probably gunna fix that window spot in a8 sorry mangachu :'(
I like sunshine more personally.
I like sunshine more personally.
I'd say save Sunshine for a more tropical map.
I'd say save Sunshine for a more tropical map.
For those that don't get the brunswick reference: http://www.youtube.com/watch?v=qMkYlIA7mgw#t=1m52s
I suggested the name from that story, because it sounded like a perfect TF2 setting.
For those that don't get the brunswick reference: http://www.youtube.com/watch?v=qMkYlIA7mgw#t=1m52s
I suggested the name from that story, because it sounded like a perfect TF2 setting.
[img]http://i.imgur.com/2ArJ8GC.jpg[/img] Please fix this window :D
Theres a few capspots on second
[img]http://i.imgur.com/VqPzwK6.jpg[/img]Capspot 1
[img]http://i.imgur.com/E4oVEd8.jpg[/img]Capspot 2
[img]http://i.imgur.com/w2l4orE.jpg[/img]Capspot 3
[img]http://i.imgur.com/V7x76za.jpg[/img]Capspot 4
Not really much else i found :p
it's been a while since I've updated it but that's mainly because I have received very small amounts of feedback.
I have changed a little but I think since the layout is mostly finished I can start detailing... that's what you can expect for a8 then, a bit more detailing and minor gameplay changes if some of you guys can bring it up.
Thanks for being interested...I'm definitely still working on this, haha! Don't worry, I'm not going anywhere (yet) so I'll have time to hopefully hit this into beta and have it seriously tested a lot soon.
it's been a while since I've updated it but that's mainly because I have received very small amounts of feedback.
I have changed a little but I think since the layout is mostly finished I can start detailing... that's what you can expect for a8 then, a bit more detailing and minor gameplay changes if some of you guys can bring it up.
Thanks for being interested...I'm definitely still working on this, haha! Don't worry, I'm not going anywhere (yet) so I'll have time to hopefully hit this into beta and have it seriously tested a lot soon.
the mid fight is very un-eventful becuase it's so dependant on soldiers and scouts and demomen have very little influnce, the chokes are really far apart which means it's super hard to hit scouts early in order to create space for your team. i recommend removing the rocks and if the sight lines are too much of a big deal then make the wall i outlined solid or possible make it glass, i'm not sure.
http://i.imgur.com/PWzLNCB.jpg
the mid fight is very un-eventful becuase it's so dependant on soldiers and scouts and demomen have very little influnce, the chokes are really far apart which means it's super hard to hit scouts early in order to create space for your team. i recommend removing the rocks and if the sight lines are too much of a big deal then make the wall i outlined solid or possible make it glass, i'm not sure. [img]http://i.imgur.com/PWzLNCB.jpg[/img]
Wow this map looks absolutely incredible. Nice job man keep it up.
Wow this map looks absolutely incredible. Nice job man keep it up.
ok this will take awhile but expect a ton of detailing for a8
super quick WIP shots with bad lighting and shadows:
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-27_00006.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-27_00007.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-27_00008.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/sunshine/2013-10-27_00009.jpg[/img]