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Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Tue Sep 30, 2008 7:23 pm
by That
I've had constant History and English coursework alternating for a month. :lol: I said this would happen! I said it!

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Sat Oct 04, 2008 11:37 am
by Qikz
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Mon Oct 06, 2008 1:18 am
by Qikz
Freak Out Requiem IV wrote:Nor does his map OLOL


Image

HIYOOO!

Re: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)

Posted: Sat Oct 25, 2008 7:51 pm
by That
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)

Posted: Tue Nov 18, 2008 4:58 pm
by ~Earl Grey~
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)

Posted: Tue Nov 18, 2008 7:54 pm
by That
~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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)

Posted: Wed Nov 19, 2008 2:06 am
by ~Earl Grey~
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)

Posted: Thu Nov 20, 2008 3:04 pm
by Green Gecko
I hope hope Karl works this well at school because he is probably going to be only forumite to found a game developer.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)

Posted: Fri Nov 21, 2008 5:05 pm
by Green Gecko
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.

;)

Re: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)

Posted: Sat Dec 06, 2008 4:39 am
by Roonmastor
I'm appalled that this hasn't been completed yet.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Updated!)

Posted: Sat Dec 06, 2008 1:57 pm
by That
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)

Posted: Sat Dec 13, 2008 9:14 pm
by That
turns out i care about this more than mocks (updated)

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)

Posted: Sat Dec 13, 2008 9:16 pm
by ~Earl Grey~
That's the way!

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)

Posted: Tue Dec 16, 2008 12:19 am
by smurphy
Just scrap the whole thing and make a L4D campaign.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)

Posted: Wed Dec 17, 2008 10:01 am
by TheTurkeyKing
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)

Posted: Fri Dec 19, 2008 1:16 am
by smurphy
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 13/12)

Posted: Mon Dec 22, 2008 9:26 am
by TheTurnipKing
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 02/01)

Posted: Fri Jan 02, 2009 5:04 pm
by That
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 02/01)

Posted: Sun Jan 04, 2009 7:16 pm
by Loire
This is impressive stuff.

Re: Creating a TF2 Map: "Surface Tension" Devblog (Update 02/01)

Posted: Mon Feb 09, 2009 11:26 pm
by False
Very impressive 8-)