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  #1  
10-29-2010, 11:16 AM
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TF2 Oddworld Maps Project

Crashpunk's Team Fortress 2 Oddworld Map Project

In the last couple of months i've been working on Source SDK's Hammer tool to create Oddworld inspired Team Fortress 2 Maps.

So far i've been working on a Capture The Flag map that is set in Rupture Farms. I've had many problems so far but i've managed to work around them.

Here's gameplay footage of the map so far.


Current map status
-respawns work
-respawn doors are team specific
-intell rooms and the intells work
-trigger_hurts work if player falls into pits
-implanted a couple of madmanmad's Oddworld props

[IMPORTANT] I need help on
-fixing all metal texture being missing (how do you do it?)
-adding the koth/cp/ctf sawmill moving saws into the map.

Working on.
-implant more madmanmad's Oddworld props into TF2
-fixing metal texture being missing (how do you do it?)
-adding rupture farms styled meat saws
-adding custom soundscaps and effects
-adding the sawmills moving saws into the map

REQUESTING ANYONE WITH SOURCE SDK KNOWLEDGE TO HELP ME WITH MAPPING.
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  #2  
11-03-2010, 01:40 AM
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wow...no comments.
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  #3  
11-03-2010, 03:55 AM
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aww poor crashpunk lol :/...

It's a start, I don't know anything about TF2 though.. ermm.. can you create your own rooms, and stairs and stuff? It needs some design work to make it more oddworld-like. What sort of setting you going for? Looks like you're going for a rupture farms environment...

..??

Oh, and more specifically, what area of rupturefarms would you like to create? The offices? The work places? Meat packaging facilities? Slaughter zones?

You could probably model the (arena?) on a few screens of actual Abe's Oddysee rupture farms gameplay.

Let us know and I'll think about it and feed you some of my own ideas, not that I'm a game designer :P

Last edited by AvengingGibbons; 11-03-2010 at 04:00 AM..
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  #4  
11-03-2010, 12:23 PM
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Looks pretty good so far, the moving sawblade is a neat idea to include in the map (TF2 is all about environmental hazards... and hats). What you could do in order to improve the map is to place stacks of barrels here and there. The current state of the map is, for me, a bit too open - kinda like cp_orange (?), an ideal place for Sniperfest.

Another thing that would be really cool is to replace the intel briefcase with, say, a bag of Moolah or something Oddworldish. I think I've seen custom intel objects on some servers, so it must be manageable.

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  #5  
11-04-2010, 05:33 AM
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I agree with Dripik. Add barrels lying around, maybe pipes, some inanimate meatsaws or something like that. Whatever you decide on adding, the map needs to be less dominatable by snipers alone.

The map geometry itself also lacks a tiny bit. You could add pillars of sorts along the walls or the like.

It's a very fine start though.
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  #6  
11-06-2010, 09:41 AM
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Thanks for your suggestions guys, i'll see what i can do.
Like i said before. If anyone has Source SDK knowledge please let me know.

:
Oh, and more specifically, what area of rupturefarms would you like to create? The offices? The work places? Meat packaging facilities? Slaughter zones?
The Slaughter Zones.
I'm trying to make Meat props and make them fall into a saw pit. (Part of the background)
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  #7  
11-11-2010, 03:08 AM
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Cool! I have a suggestion too! Couldn't you put custom skins in TF2? Perhaps Ryuufox's ragdolls could play a fine role here.
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  #8  
11-23-2010, 11:58 AM
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I think your map is great, but I don't think it look dreary and dull enough to be RuptureFarms, to be picky.

Good effort!

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  #9  
12-04-2010, 02:49 AM
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Happy 4th December UPDATE!!!

Sorry for such a huge delay, I've been working on my map on and off and so far its getting there.
I've already had Chubfish test and I want more people to test it.

A few things in the update
-RED and BLU Spawns Doors work
-deleted excess blocks
-improved detail and lighting
-added a room that acts like another part of the factory.

Things that need doing
-make meat saws that kill players [NEED HELP]
-fix the missing metal texture.
-add the cp_sawmill saw into my map [NEED HELP]

Here is some pictures!





























Uploaded with ImageShack.us
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Last edited by Crashpunk; 12-04-2010 at 03:01 AM..
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  #10  
12-04-2010, 05:42 AM
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The only problem I really had with the map was that I would look at some areas and my framerate would drop to about 30; that's with no players.

I'm guessing the deletion of excess blocks has increased it though, and keep it up, I like this map!
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  #11  
12-04-2010, 08:02 AM
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:
The only problem I really had with the map was that I would look at some areas and my framerate would drop to about 30; that's with no players.

I'm guessing the deletion of excess blocks has increased it though, and keep it up, I like this map!
I have deleted excess blocks. you wanna test it out again?
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  #12  
12-04-2010, 11:19 AM
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very nice
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  #13  
12-04-2010, 09:56 PM
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You should have Slig, Glukkon and Mudokon models working behind screens if possible.
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  #14  
12-05-2010, 04:49 AM
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:
You should have Slig, Glukkon and Mudokon models working behind screens if possible.
Nice idea. Just give me a couple of years learning to animate and yeah sure
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  #15  
12-05-2010, 08:16 AM
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I can wait that long for this, trust me. It's just that epic.

Oh, and might I suggest placing large, obstructive objects like pipes or conveyer belts to close off some of those more open spaces? We wouldn't want to make things too easy for our friend The Scout, would we? Like how the hall to the intelligence in 2fort is kind of cramped.
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  #16  
12-05-2010, 08:21 AM
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Turbine works quite well like this
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  #17  
12-19-2010, 01:45 PM
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RE: TF2 oddworld maps project

Holy fuck, i had dream just like this!
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