Archive for July, 2009
TF2 Mapping Process
Posted by Vilepickle in Team Fortress 2 Maps on July 31st, 2009
Since I’ve done so many maps I’ve basically broken mapping down into distinct phases that I personally follow. I can usually get maps done rather quickly with this method it seems like.
1. Draw it! Get your design down on paper in a rough layout. It’ll most likely change later.
2. Create the blocks / Cannibalize! You can create the bones of each section within a rather short time if you have a clear goal. Cannibalize parts of old maps you may have such as spawn doors, and be sure to use existing door frame models to help scaling. Use dev textures such as the red/gray. Stop at the exact middle of the map so when you mirror it with later it fits well.
3. Test! Run through your map and show the layout to a friend or two who knows what they’re looking at.
4. Texture! Put textures on those buildings and make your terrain (most of it).
5. Basic Lighting! Make it so you can compile lights and start getting them looking nice early. You can cannibalize some fixtures from your previous maps to start with.
6. Details! Make those roofs and start putting in brush details and key models. Don’t forget overlays and all the cool props. Open a Valve map to check out good props to use.
7. Clipping! Make sure players can’t go where you don’t want them and smooth off rough edges.
8. Optimize! Put in area portals and hint brushes.
9. Clone your base! Copy the side you’ve been working on and rotate it 180. Copy it to a new map file and replace the colors in a text editor and in Hammer. Copy it back after and line it up with your other base. Make tweaks to joining details as needed.
These are the basic steps. Some may choose to clone their base earlier to test gameplay, but I prefer a pretty map before the serious testing goes on because people give them more attention. It may be more work in the end, but I don’t mind.
STA Season 7 – Maps Featured
Posted by Vilepickle in TF2 Leagues on July 30th, 2009
Several of my maps are being played in STA’s season 7:
Season 7 Upcoming Maps
» 8/4/09 cp_follower
» 8/11/09 ctf_impact2
» 8/18/09 cp_well
» 8/25/09 cp_gravelpit
» 9/1/09 dom_canalzone
» 9/8/09 cp_stag
» 9/15/09 pl_badwater
» 9/22/09 cp_science2
» 9/29/09 TBA: Preason Map Vote
» 10/6/09 cp_steel
» 10/13/09 Playoffs: cp_granary
» 10/20/09 Playoffs: ctf_chaos
» 10/27/09 Playoffs: cp_badlands
TWL Season 4 – July 27th = CP_Follower
Posted by Vilepickle in TF2 Leagues on July 26th, 2009
Cp_Follower is being played in TWL Monday night at 9:30PM EST! Check out TWL Season 4’s Steam group for more info. Here is TWL’s map schedule:
Week 1 – July 20 – granary
Week 2 – July 27 – follower
Week 3 – August 3 – well
Week 4 – August 10 – badlands
Week 5 – August 17 – yukon
Week 6 – August 24 – gravelpit
Week 7 – August 31 – waste
Holiday – September 7 – Labor Day
Week 8 – September 14 – freight
New Map
Posted by Vilepickle in Team Fortress 2 Maps on July 25th, 2009
I haven’t played TF2 in a while but I have a craving for mapping (ie, I’m bored). I feel like I should take another stab at making the elusive 5CP map that satisfies competitive players. Follower is a good map, though the most common things said are that it is too “big” and the map is TOO similar to the holy grail competitive maps Granary and Badlands. Though that was a primary goal of the map, I still need to make an entirely original map that doesn’t suck (Castle is not a good map). For the record I don’t agree that Follower is too big. The scaling of buildings between CP’s is what skews the scale. It may have a couple of seconds more travel time from Cp2 to CP3 due to the sideways nature of Cp3 but that is about it.
My next map addresses both of these issues by being completely original and being roughly 1/4 smaller than Follower.
Progress update eventually. I’ve learned unfortunately that you shouldn’t show an audience like competitive players a roughly done unprofessional base layout before hand because no matter what they say, they do judge on looks almost as equally as the layout itself. I’ll be doing a heck of a lot of measurements/timings/theoretic scenarios before this thing gets detail though. I hate modifying layout elements when all of that junk is in the way
CP_Follower Used In TF2 FakkelBrigade Summer Cup
Posted by Vilepickle in TF2 Leagues on July 21st, 2009
The European folks at FakkelBrigade have decided to use cp_follower in their summer cup. Unlike a certain other closeminded European league, they did not dismiss the map immediately due to its similarities to the most popular competitive maps in the game.
Here’s their rotation, starting August 3rd:
cp_gullywash
cp_yukon
cp_follower
cp_waste
cp_resonance
cp_outlaw
cp_glacier
cp_furnace
CP_Follower in TGL Season 4
Posted by Vilepickle in TF2 Leagues on July 19th, 2009
TGL has decided to use Follower in their season 4 as well. It is to be used during preseason along with cp_freight. Mach4 also makes an appearance in the regular lineup! See their news post here.
Pre-Season
Aug. 4th – cp_follower
Aug. 11th – cp_freight
Regular Season
Aug. 18th – cp_badlands
Aug. 25th – cp_well
Sept. 1st – ctf_turbine
Sept. 8th – cp_granary
Sept. 15th – cp_gravelpit
Sept. 22nd – ctf_mach4
Sept. 29th – TBA
Oct. 6th – TBA
Playoffs
TBA
CP_Follower In CEVO TF2 Season 4
Posted by Vilepickle in TF2 Leagues on July 19th, 2009
Follower is going to be used during CEVO’s TF2 season 4. You can see their season 4 announcement here.
Map Rotation:
Preseason 1 – TBA
Preseason 2 – cp_generator_b4b
Week 1 – cp_yukon
Week 2 – cp_well
Week 3 – cp_follower
Week 4 – cp_badlands
Week 5 – TBA
Week 6 – cp_granary
Week 7 – cp_gravelpit
Week 8 – cp_badlands