Recently, I’ve begun to focus more on my Islands map for Team Fortress 2. I’ve created a few versions of a rock wall texture for the map as none of the textures included in the game are close enough to what I need for this environment. While I have some completed textures, I’m still working on getting it to look exactly how I want. I also realized, when looking at some of TF2’s official maps, that I’m not quite clear as to how I want the buildings in the environment to look. Should the buildings be mostly concrete, metal, or wood? Do I want small rural shacks, large industrial structures, or interconnected concrete buildings that blend into the natural rock walls? I do have a clearer idea of how the underground interiors will look, but the outside environment is important as well, so I decided I should begin to create more detailed concept drawings of how I imagine all the environments to look.
Showing posts with label map. Show all posts
Showing posts with label map. Show all posts
Wednesday, June 3, 2009
Texturing, Concept Drawing, And Perspective of Islands Map
Tuesday, April 14, 2009
Reassessment and Map Review
The best critique I got on my work was from Jim Hughes, one of Valve’s level designers who is credited for having worked on games like Quake 2, Half-Life 2: Ep1, Portal, Left 4 Dead, and more. I shared with him my completed sa_trainyard Team Fortress 2 map and some concept sketches for other maps I have planned. It was great having the opportunity to sit down with an accomplished developer and bounce ideas off of him. A lot of things he said really helped me, and it wouldn’t have been a critique if what he said didn’t make me think of new ways to improve my technique and better develop my portfolio. And so, without further tarry, I wanted to just briefly review some points that have been made about my sniper map in particular as it is crucial to personal development for one to review his mistakes and learn from them.
As far as gameplay, froggie, from FPSBanana, mentioned that sniping from the ground outside the bases seemed especially difficult because there aren’t as many angles to snipe from as there are on the upper levels of the buildings and because it’s simply hard to get “a clear shot”. I was a little surprised by this, although I did have an inkling about it. I’ve always sort of seen the outside ground area as, definitely, a less secure place to snipe from as there is not much directly available cover. Therefore I’ve seen it as a place most players would often not venture except to surprise their enemy with a new and unexpected location. At first I wasn’t entirely sure why froggie had trouble getting a clear shot. In development and play testing, I had actually gone through the trouble of building solid brushes inside some of the train models whose bounding boxes were too large, so that the players wouldn’t have their bullets stopping in mid-air. Although, what I figure is the problem is that the trains, used to divide the two bases, block a lot of the player’s line of sight. This is why, in reality, most snipers shoot from high windows and towers. But I notice that most TF2 maps have their ground areas open enough so that snipers can remain at ground level and still have little blocking their view of the incoming enemies. In fact, most sniper maps have the ground level open too. Oops.
Therefore I think the best direction I could go in from here would be to begin work on a CTF map I have conceptualized for TF2. I will of course release more information as the project begins to take form. Until then, have a great week!
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