Creating a TF2 Map: "Surface Tension" Devblog (Update 07/03)

Anything to do with games at all.
User avatar
That
Dr. Nyaaa~!
Dr. Nyaaa~!
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by That » Tue Sep 30, 2008 7:23 pm

I've had constant History and English coursework alternating for a month. :lol: I said this would happen! I said it!

Image
User avatar
Qikz
#420BlazeIt ♥
Joined in 2011

PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by Qikz » Sat Oct 04, 2008 11:37 am

Karlprof wrote:I've had constant History and English coursework alternating for a month. :lol: I said this would happen! I said it!


Don't be crazy, you don't work.

The Watching Artist wrote:I feel so inept next to Qikz...
User avatar
Qikz
#420BlazeIt ♥
Joined in 2011

PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by Qikz » Mon Oct 06, 2008 1:18 am

Freak Out Requiem IV wrote:Nor does his map OLOL


Image

HIYOOO!

The Watching Artist wrote:I feel so inept next to Qikz...
User avatar
That
Dr. Nyaaa~!
Dr. Nyaaa~!
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)
by That » Sat Oct 25, 2008 7:51 pm

strawberry float you.

Also, now that I actually have spare time I might do a tad more with this - the first post has been updated with some work I did on it today.

Image
User avatar
~Earl Grey~
Member
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)
by ~Earl Grey~ » Tue Nov 18, 2008 4:58 pm

Wow, I never realised map-making involved C++ coding. I always assumed the rendering side would be left to the game engine and any other coding would be in some proprietary script.

User avatar
That
Dr. Nyaaa~!
Dr. Nyaaa~!
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)
by That » Tue Nov 18, 2008 7:54 pm

~Earl Grey~ wrote:Wow, I never realised map-making involved C++ coding. I always assumed the rendering side would be left to the game engine and any other coding would be in some proprietary script.


I think that I'll be able to design better, more optimised and efficient maps if I have a knowledge of the code being used to render it.


There's no coding involved in making a map, it's all done in Hammer. That being said, I wanted to have a look at rendering code since I thought it was important.

Image
User avatar
~Earl Grey~
Member
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)
by ~Earl Grey~ » Wed Nov 19, 2008 2:06 am

So that would explain the OpenGL. Is the latest version OO now, or is that some wrapper? The OpenGL I know didn't rely on classes and structures.

User avatar
Green Gecko
Treasurer
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)
by Green Gecko » Thu Nov 20, 2008 3:04 pm

I hope hope Karl works this well at school because he is probably going to be only forumite to found a game developer.

"It should be common sense to just accept the message Nintendo are sending out through their actions."
_________________________________________

❤ btw GRcade costs money and depends on donations - please support one of the UK's oldest video gaming forums → HOW TO DONATE
User avatar
Green Gecko
Treasurer
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)
by Green Gecko » Fri Nov 21, 2008 5:05 pm

I've said nothing of its success but you have to give a hand to KP for trying. Reminds me of when I used to bother before the world convinced me it doesn't care and it wants me to die.

;)

"It should be common sense to just accept the message Nintendo are sending out through their actions."
_________________________________________

❤ btw GRcade costs money and depends on donations - please support one of the UK's oldest video gaming forums → HOW TO DONATE
User avatar
Roonmastor
Member
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)
by Roonmastor » Sat Dec 06, 2008 4:39 am

I'm appalled that this hasn't been completed yet.

User avatar
That
Dr. Nyaaa~!
Dr. Nyaaa~!
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)
by That » Sat Dec 06, 2008 1:57 pm

Snowmastor wrote:I'm appalled that this hasn't been completed yet.


:lol: I'll do some more work on it either after my mocks or during my study leave next week, depending on how much I care about my mocks at the time.

Image
User avatar
That
Dr. Nyaaa~!
Dr. Nyaaa~!
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)
by That » Sat Dec 13, 2008 9:14 pm

turns out i care about this more than mocks (updated)

Image
User avatar
~Earl Grey~
Member
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)
by ~Earl Grey~ » Sat Dec 13, 2008 9:16 pm

That's the way!

User avatar
smurphy
Member
Joined in 2008
AKA: A Little Cocky Child
Location: Scotland

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)
by smurphy » Tue Dec 16, 2008 12:19 am

Just scrap the whole thing and make a L4D campaign.

User avatar
TheTurkeyKing
Member
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)
by TheTurkeyKing » Wed Dec 17, 2008 10:01 am

smurphy wrote:Just scrap the whole thing and make a L4D campaign.

Actually, I believe the BSPs are fundamentally compatible, so a TF2 map will probably work more or less directly in L4D with only a little modification (predominantly replacement of textures and modifications to support the saferooms and the like. Though an open TF2 map would probably make for a fairly lousy Left 4 Dead experience. The requirements of the levels are fundamentally different.

I may have to fix my PC, get the PC version of L4D and get back into level editing.

User avatar
smurphy
Member
Joined in 2008
AKA: A Little Cocky Child
Location: Scotland

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)
by smurphy » Fri Dec 19, 2008 1:16 am

I think that as long as the game knows where to spawn you, you can load up a TF2 map as-is and it'll start 'directing' zombies at you. It would be gooseberry fool, though.

User avatar
TheTurnipKing
Member
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)
by TheTurnipKing » Mon Dec 22, 2008 9:26 am

smurphy wrote:I think that as long as the game knows where to spawn you, you can load up a TF2 map as-is and it'll start 'directing' zombies at you. It would be gooseberry fool, though.

Left 4 Dead levels are best as a more or less linear route with a lot of dead ends off the main path where the game can spawn zombies, which is more or less at odds with Team Fortress's level design philosophy of two bases with multiple routes of approach connected by wide-open spaces. Lighting is also a much more important consideration in L4D than it is in Team Fortress.

It COULD work, but you'd probably want to do a lot of re-engineering on parts of the map to add extra geometry that simplifes the level flow and adds a lot more dark corners the game can use to hide zombies in.

User avatar
That
Dr. Nyaaa~!
Dr. Nyaaa~!
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 02/01)
by That » Fri Jan 02, 2009 5:04 pm

Surface Tension really wouldn't work as a L4D map - the chapter doesn't even contain any Headcrab Zombies!

The Lambda Complex may be good for it, though! Still, I've invested far too much time into this to switch now. :P

Updated.

Image
User avatar
Loire
Member
Joined in 2008
AKA: PS2 Gamer
Location: Marching Through Georgia

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 02/01)
by Loire » Sun Jan 04, 2009 7:16 pm

This is impressive stuff.

Image

Anung wrote:Ectomorphs in the house.
User avatar
False
COOL DUDE
Joined in 2008

PostRe: Creating a TF2 Map: "Surface Tension" Devblog (Update 02/01)
by False » Mon Feb 09, 2009 11:26 pm

Very impressive 8-)

Image

Return to “Games”

Who is online

Users browsing this forum: more heat than light, OldSoulCyborg, shy guy 64 and 355 guests