8 September 2010

Arena Gizah Gets Updated To B3

June 3, 2009 · Mapping · TF2 · 2 Comments

greatpyramid04

greatpyramid05

greatpyramid06

Version B3 Updates:

  • Added one-way doors to the first ramp (for time extent purposes).
  • Added a larger basement area, instead of a straight shot.
  • Added Sniper areas to each of the building’s towers.

Testing really helped get this map underway. When the map was quick, nobody ever stayed alive long enough to see the point rise. It was a blast to play, but the fun was over too quickly. The changes I’ve made to the most recent version of the map should help stop short battle times and hopefully contribute to the overall enjoyment of the map. Take a look and let me know what you think.

Link: arena_gizah_b3.bsp | TF2MAPS.net Thread

Arena_Gizah Updates (Pyramid Was Taken)

May 29, 2009 · Mapping · TF2 · 0 Comments

greatpyramid04

greatpyramid05

greatpyramid06

Day 3 To-Do list:

  • Have the point rise and activate.
  • Add sand and pyramid entrance to the bottom of the map.
  • Skybox with rolling dunes (Skybox is there, just not finished).
  • Finish spawn rooms.
  • (NEW) Finish Detailing.
  • (NEW) Add environmental audio.
  • (NEW) Some light fixes.
  • (NEW) Add the two other pyramids and 3 tombs.

All that after only a few days. Hopefully I’ll get some playtesting in this weekend so I can get some real feedback.

Link: arena_gizah_a1.bsp | TF2MAPS.net Thread

Hopefully The Name Arena_Pyramid Hasn’t Been Used

May 28, 2009 · Mapping · TF2 · 0 Comments

house is hallucinating a dead lady!? crazy to some... but kinda normal for House

house is hallucinating a dead lady!? crazy to some... but kinda normal for House

house is hallucinating a dead lady!? crazy to some... but kinda normal for House

Arena_Pyramid takes place on top of a half finished pyramid during break time. The capture point rises from the the center of the map after 40 seconds (to be tested) making the tunnels below a deathtrap.

So far I have the basic layout set up with some aesthetic touches. Now the To-Do list:

  • Have the point rise and activate.
  • Add sand and pyramid entrance to the bottom of the map.
  • Skybox with rolling dunes (i hope).
  • Finish spawn rooms.

There are probably a few other things I need to do, I’ll add them later if I remember.

Great Pyramid

May 27, 2009 · Mapping · TF2 · 0 Comments

Currently working on an Egypt themed arena map for tf2. Screenshots will follow soon. Stay tuned.

CP_Drought and PL_BridgeBattle

March 9, 2009 · Mapping · TF2 · 0 Comments

yeah. yup. uh-huh.

CP_Dam has officially been abandoned. by me. because i hate it forever. i’m currently working on a 3 point control point map called Drought (about 80% done) and a goofy 2 point payload map called BridgeBattle (about 20% done). Drought came out great, but optimization is proving to be very difficult. Mainly because i didn’t have it in mind while building the map, which i guess you’re supposed to do. BridgeBattle on the other hand is being built just so optimization will be easy.

Drought has three points and plays out much like a single round of Dustbowl. BridgeBattle on the other hand is my first payload map and i’m intentionally making it extremely unbalanced and crazy. the cart’s track is completely straight from spawn to drop-off, with a narrow bridge filling the gap between the two forts. various props are the only things to hide behind, but to be fair, the track is very short. so if anyone actually picks the map up for their server, it’ll probably only last about 15 to 30 minutes and i’m totally okay with that.

i’ll post pictures and a link to CP_Drought within the next couple of days and i’ll update as i finish BridgeBattle.

Construction Complete; Asthetics Are Next

January 2, 2009 · Mapping · TF2 · 0 Comments

Wireframe Image

As you may or may not be able to tell from the above image, the main construction of the map is finally complete. The very center is the train that travels through the level. The masses on the left and the right are the first two points. The final point is in the square at the very bottom.

As more of the map is completed, i will post more pictures.

P.S. Happy New Year.

I forgot about this thing…

December 25, 2008 · Mapping · Random · TF2 · 0 Comments

Remember that post I made 3 or 4 posts ago? It said something along the lines of me updating as long as I enjoyed updating. Well I guess my enjoyment died. Or my attention span is really short. But I’m back for now.

I restarted work on my map about 2 weeks ago and it’s looking great. It still has the dam, but now adds a new feature: trains. Not fast trains, like Well. Slow moving trains that you’ll be able to jump and ride on. i’ll post pictures soon. And stay tuned, sorry for the horribly long Hiatus.

P.S. Merry Christmas.

TF2 Map Has Jason Using Creativity; Colored Pencils

August 6, 2008 · Mapping · TF2 · 1 Comments

I’m currently in the process of creating a map for Team Fortress 2. Its a control point map that will resemble maps like Dustbowl and Gravelpit. The one big difference in my map (compared to all of Valve’s maps) is having Red attack the Blu as opposed to the opposite. Woo!

the dam in cp_dam

Blu has created a payload factory in the depths of an abandoned, dried-out dam and Red has to gain control by infiltrating the base and stopping those damn Blu bastards from blowing up their shit for like the 20th time. At least that’s the story I came up with.

Keep in mind that this map is in the most preliminary steps possible. I’ve drawn a bunch of pictures but have yet to get acquainted with Hammer. So it may take some time for this map to even become anything close to an actual map. But like I said, I drew a bunch of pictures!

one of the control points maybe

The first of many top-down map views I’ve drawn shows the entire map as one giant play field, but my plan is to split up the area into a couple maps like Dustbowl and Goldrush, where capturing two or three points moves you onto the next map, and so on and so forth.

incorrect top-down view

I’ll be keeping this blog relatively up to date with the progress of the map, so watch for updates or subscribe to the RSS. I’ll even draw more pictures!