User:Baliame/TF2 Progress: Difference between revisions
No edit summary |
No edit summary |
||
| Line 15: | Line 15: | ||
!Project || Design || Layout || Entities || Beautification || Completion | !Project || Design || Layout || Entities || Beautification || Completion | ||
|- | |- | ||
|style="background:#ffdead;"|[[#Main Project|HQ (KotH)]] || style="background:#ffdead;"|100% || style="background:#ffdead;"| | |style="background:#ffdead;"|[[#Main Project|HQ (KotH)]] || style="background:#ffdead;"|100% || style="background:#ffdead;"|7% || style="background:#ffdead;"|6% || style="background:#ffdead;"|4% || style="background:#ffdead;"|7.12% | ||
|} | |} | ||
Revision as of 19:30, 9 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
Main ProjectThe current main project is: Team Fortress 2 map koth_hq. UPDATE: June 9, 2008Alright, 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. Don't expect anything professional though, I'm far from calling myself anything other than an amateur. :) 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. It's not actually a massive building, it's basically about 1024x1024, with four corridors in the middle of the four sides leading towards the center, and a ventillation shaft from the top leading to the center as well. There are doors on two of the corridors which can be used to access the four corners and a small second floor, which is basically used to travel between the four corners. The two other corners which do not have direct access to a corridor each have a broken window which can be used to guard the corridor with a sentry from relative safety. Each corner has ammunition and health supply. Images below. |