User:Baliame/TF2 Progress: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 6: Line 6:
{{category header|background-color=#000000|border-color=lightgray}}
{{category header|background-color=#000000|border-color=lightgray}}
{{category newcolumn|rowspan=6|width=50%|background-color=#FF7733|border-color=#000000}}
{{category newcolumn|rowspan=6|width=50%|background-color=#FF7733|border-color=#000000}}
== Progress ==


== Main Project ==
* 1% of Design contributes 0.02% to map completion.
[[Image:Round1 sketch.JPG|thumb|right|200px|A messy sketch which outlines how Round 1 will be built.]]
* 1% of Map Layout contributes 0.24% to map completion.
The current main project is: Team Fortress 2 map cp_infiltrate.
* 1% of Entities contributes 0.24% to map completion.
* 1% of Design contributes 0.02% to round completion.
* 1% of Map Beautification contributes 0.5% to map completion..
* 1% of Map Layout contributes 0.24% to round completion.
:{| style="margin: 1em 1em 1em 0; background: #AA8855; border:0px dashed #99FFFF;"
* 1% of Entities contributes 0.24% to round completion.
!Project || Design || Layout || Entities || Beautification || Completion
* 1% of Map Beautification contributes 0.5% to round completion..
:{| style="margin: 1em 1em 1em 0; background: #AA8855; border:3px dashed #99FF99;"
!Round ID || Design || Layout || Entities || Beautification || Completion
|-
|-
|style="background:#ffdead;"|1 || style="background:#ffdead;"|100% || style="background:#ffdead;"|15% || style="background:#ffdead;"|3% || style="background:#ffdead;"|2% || style="background:#ffdead;"|7.32%
|style="background:#ffdead;"|[[#Main Project|HQ (KotH)]] || style="background:#ffdead;"|100% || style="background:#ffdead;"|5% || style="background:#ffdead;"|5% || style="background:#ffdead;"|3% || style="background:#ffdead;"|5.9%
|-
|style="background:#ffdead;"|2 || style="background:#ffdead;"|100% || style="background:#ffdead;"|0% || style="background:#ffdead;"|0% || style="background:#ffdead;"|0% || style="background:#ffdead;"|2%
|-
|style="background:#ffdead;"|3 || style="background:#ffdead;"|100% || style="background:#ffdead;"|0% || style="background:#ffdead;"|0% || style="background:#ffdead;"|0% || style="background:#ffdead;"|2%
|-
|style="background:#ffdead;"|4 || style="background:#ffdead;"|100% || style="background:#ffdead;"|0% || style="background:#ffdead;"|0% || style="background:#ffdead;"|0% || style="background:#ffdead;"|2%
|-
|style="background:#ffdead;"|5 || style="background:#ffdead;"|100% || style="background:#ffdead;"|0% || style="background:#ffdead;"|0% || style="background:#ffdead;"|0% || style="background:#ffdead;"|2%
|-
|style="background:#ffdead;"|α || style="background:#ffdead;"|100% || style="background:#ffdead;"|15% || style="background:#ffdead;"|3% || style="background:#ffdead;"|2% || style="background:#ffdead;"|7.32%
|-
|style="background:#ffdead;"|β || style="background:#ffdead;"|100% || style="background:#ffdead;"|5% || style="background:#ffdead;"|1% || style="background:#ffdead;"|0.66% || style="background:#ffdead;"|3.77%
|-
|style="background:#ffdead;"|Σ || style="background:#ffdead;"|100% || style="background:#ffdead;"|3% || style="background:#ffdead;"|0.6% || style="background:#ffdead;"|0.4% || style="background:#ffdead;"|3.06%
|}
|}
=== November 17, 2007 ===
[[Image:Bali 19nov2007 cpinf ss1.jpg|right|thumb|150px|Weee, barricades!]]
I started creating this map in a whole new approach. Initially, I thought it should be just a map with 4 different infiltration missions. Now, it's one linear infiltration mission with 4 or 5 rounds. Currently, I'm messing around with displacements for a good-looking outdoor environment, perhaps with rock walls as seen in gravelpit. Sketchwork of Round 1 can be seen on the right. If you have any ideas how to improve Round 1, please do not hesitate to add it [[User talk:Baliame/TF2_Progress#Round 1 Comments|here!]]


=== November 19, 2007 ===
== Main Project ==
[[Image:Bali 19nov2007 cpinf ss2.jpg|right|thumb|150px|I don't want you to jump over that.]]
The current main project is: Team Fortress 2 map koth_hq.
Round 1 production had been ongoing since the last update and it's nowhere near done. You can see some shots on the left.


=== November 27, 2007 ===
=== June 9, 2008 ===
A new round is announced! Round 5 is the missing link between Round 1 and 4, and it will merge the attack/defense CP map with a round of fun CTF. Works on Round 1 are coming together. I'm nearly done with point A, however, I'm too lazy to take screenshots right now.
Alright, here I am, alive and kicking. I have this annoying tendency of never finishing a map, but this time, I think I'm coming to the stage where a bag of creativity is attempting to burst in me, so I have to pour it all into a map. So while I'm at it, I thought, why not make a new gamemode altogether? The basics are already laid in the gcf sound files and hinted at multiple places in the editor. Okay, I'll promise to cut the crap now.
{{clr}}


== Secondary Project ==
About the level, it's a centrally symmetrical map with the two respawns in two distant corners of the map. The action takes place in the center, which is a small building with five access directions. The "hub" in the middle of the building is the control point which is set up with classic King of the Hill settings (which means instant capture as soon as only one of the teams are inside the control area, and it yields points to the team which owns it while they own it). The scoring is the tricky part, unfortunately, Team Fortress 2 isn't prepared for mid-game scoring, so I'll have to make do with counters and huge displays with numeric materials (should be plausible, I've seen a few CSS surfing maps with "fail counters"), and then just trigger victory for the team which reaches the score limit, although here, in fact, I might need a sexy woman voice for recording a few lines, such as "Red Team has almost reached the score limit *ah ah evil laughter and orgasm*". Another problem which has to be solved is that Valve disallowed the option to restrict both teams from winning by capturing all points, but this one can easily be solved by adding a dummy, uncapturable, locked control point.
The current secondary project is: Team Fortress 2 map cp_skyhigh.
{{note|This project is on hold; I am currently working on the primary project.}}
* Progress: '''On hold.'''
* Paperwork - Design <tt>[||||||||||]</tt>
: 1% of Design contributes 0.02% to completion.
* SDK - Map Layout <tt>[----------]</tt>
: 1% of Map Layout contributes 0.24% to completion.
* SDK - Entities <tt>[----------]</tt>
: 1% of Entities contributes 0.24% to completion.
* SDK - Map Beautification <tt>[----------]</tt>
: 1% of Map Beautification contributes 0.5% to completion.
{{note|More info is soon to be published.}}
<!---
The current secondary project is: Team Fortress 2 map koth_blueriver.
{{note|The ''koth'' prefix denotes a King of the Hill map.}}
* Progress: <tt>2% completed.</tt>
* Paperwork - Design <tt>[||||||||||]</tt>
: 1% of Design contributes 0.02% to completion.
* SDK - Map Layout <tt>[----------]</tt>
: 1% of Map Layout contributes 0.24% to completion.
* SDK - Entities <tt>[----------]</tt>
: 1% of Entities contributes 0.24% to completion.
* SDK - Map Beautification <tt>[----------]</tt>
: 1% of Map Beautification contributes 0.5% to completion.
{{note|More info is soon to be published.}} --->
== Tertiary Project ==
The current tertiary project is: Team Fortress 2 map cp_sewer.
{{note|This project got demoted to "secondary" due to technical issues.}}
{{note|This project got demoted to "tertiary" due to the fact it's on hold.}}
* Progress: '''On hold.'''
* Paperwork - Design <tt>[||||||||||]</tt>
* SDK - Map Layout <tt>[|---------]</tt>
* SDK - Entities <tt>[|---------]</tt>
* SDK - Map Beautification <tt>[----------]</tt>


=== Summary of 27 September 2007 ===
Now then, the current progress, I think I've finished the headquarters, except for a few decorational props. Lights have been placed, the control point is fully functioning, even the doors (or doorways actually) have frames, although they look a little out of place. Screenshots will be available in the coming days.
[[image:Balisewerd1ss1.jpg|thumb|right|150px|The ruined wall and the purplebox control point.]]
Today I pulled up two buildings and built the first way down into the sewers! Unfortunately, the "[[func_ladder]]" solid entity is missing from TF2 so I doubt I'm going to make the ladder. I've also done the location of the first control point (and the last one too mostly, since the map is going to be nearly symmetrical). The map takes place in an old-fashioned city which is mostly ruined by now. Most parts of the city will be inaccessible. As the name states, the sewers will play a major role in travelling between different parts of the city.
[[image:Balisewerd1ss2.jpg|thumb|right|150px|A little bridge acting as a passageway.]]

Revision as of 20:24, 8 July 2008


This is a personal page on my own namespace. If you have anything to add or you managed to find something I didn't, please post on the talk page. Thanks!

Progress

  • 1% of Design contributes 0.02% to map completion.
  • 1% of Map Layout contributes 0.24% to map completion.
  • 1% of Entities contributes 0.24% to map completion.
  • 1% of Map Beautification contributes 0.5% to map completion..
Project Design Layout Entities Beautification Completion
HQ (KotH) 100% 5% 5% 3% 5.9%

Main Project

The current main project is: Team Fortress 2 map koth_hq.

June 9, 2008

Alright, here I am, alive and kicking. I have this annoying tendency of never finishing a map, but this time, I think I'm coming to the stage where a bag of creativity is attempting to burst in me, so I have to pour it all into a map. So while I'm at it, I thought, why not make a new gamemode altogether? The basics are already laid in the gcf sound files and hinted at multiple places in the editor. Okay, I'll promise to cut the crap now.

About the level, it's a centrally symmetrical map with the two respawns in two distant corners of the map. The action takes place in the center, which is a small building with five access directions. The "hub" in the middle of the building is the control point which is set up with classic King of the Hill settings (which means instant capture as soon as only one of the teams are inside the control area, and it yields points to the team which owns it while they own it). The scoring is the tricky part, unfortunately, Team Fortress 2 isn't prepared for mid-game scoring, so I'll have to make do with counters and huge displays with numeric materials (should be plausible, I've seen a few CSS surfing maps with "fail counters"), and then just trigger victory for the team which reaches the score limit, although here, in fact, I might need a sexy woman voice for recording a few lines, such as "Red Team has almost reached the score limit *ah ah evil laughter and orgasm*". Another problem which has to be solved is that Valve disallowed the option to restrict both teams from winning by capturing all points, but this one can easily be solved by adding a dummy, uncapturable, locked control point.

Now then, the current progress, I think I've finished the headquarters, except for a few decorational props. Lights have been placed, the control point is fully functioning, even the doors (or doorways actually) have frames, although they look a little out of place. Screenshots will be available in the coming days.