ph_mountain

Discussion in 'PropHunt' started by Austria_Phantom, 2 Sep 2009.

  1. ph_mountain

    Hello everyone
    First of all: My english isn't the best, so some sentences are probably just horrible.
    Now let's get to the reason for this thread:
    I played PropHunt already for many hours and I really like this mod. But I don't only play PropHunt, I'm also working on a map for it.
    The mapping is still at the beginning and it is far away from being finished, but nevertheless I want to show you already some screenshots. I'm happy for every opinion, idea, suggestion and criticism.
    Also read the text under the screenshots please ;)
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    The first 2 screenshots are outside and show the mountain.
    The next 3 screenshots are made from the area inside the mountain.
    The last screenshot is a hidden spot inside the mountain.

    What I want to achieve with this map:

    • A nice-looking map
    • A map, where every prop should look like it belongs there.
    • A fair situation for both teams
    To-Do:

    • Spawn-Rooms for both teams
    • Outside-Area with buildings
    • Skybox
    • Optimize the area inside the mountain a little bit

    What do you say?
     
    Last edited by a moderator: 28 Dec 2016
  2. Re: ph_mountain

    The texturing and seams on the displacement could use a little work, but overall it looks very promising :D

    Don't forget to place a lot more props outside :)
     
  3. Geit Coding wizard!

    Re: ph_mountain

    Remember to disable shadows on those rocks, or they'll get nasty black shadows on the ground
     
  4. Bulletproof Last one alive, Lock the door.

    Re: ph_mountain

    wow nice map, ill certainly play it
     
  5. Re: ph_mountain

    Thanks for the responses :)
    @Darkimmortal: You are right, but i can't figure out why there are shadows on the seams of the mountain-displacement. Anybody knows the reason for this?
    @Geit: Thank you, I already wondered why there are those stupid shadows.
     
  6. Re: ph_mountain

    New WIP-Screenshots from outside, but this time only made directly in Hammer.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Changes since last time:

    • Finally no shadow-problems on the seams of the mountain anymore (Took me most of the time)
    • Some small changes inside the mountain
    • Added a lake
    • Added a building with the controlpoint
    • Added some props outside (still not finished)
    At the moment I'm working on the big building you see in the screenshots. This will be the spawn-point for the blue team.
    There is still much work to do. Nevertheless it should go faster now, because the problems with the mountain are gone.
     
    Last edited by a moderator: 28 Dec 2016
  7. Re: ph_mountain

    Needs more clutter outside and a nice 3D skybox :)
     
  8. Reag My name is an anagram for a reason

    Re: ph_mountain

    You and your obsession with 3d skyboxes.
     
  9. Obaruler German Rager/Spamer

    Re: ph_mountain

    We should rent a hotel for both of them ^^
     
  10. Reag My name is an anagram for a reason

    Re: ph_mountain

    Room wont be big enough.
     
  11. Re: ph_mountain

    I'd need to demolish a wall to see my precious skybox.
     
  12. Longbow Victorique <3

    Re: ph_mountain

    I'm sure the hotel staff won't mind you lugging in a bomb or two.
     
  13. Re: ph_mountain

    The main-concept is now finished, so i show you new Screenshots ;)

    Overview:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Building with the CP in it:
    (the left building in the screenshot)
    [​IMG]

    Blue-Spawn-Building:

    [​IMG]
    [​IMG]
    [​IMG]

    Inside the mountain:

    [​IMG]
    [​IMG]


    To-Do:

    • More Props
    • Skybox
    • Specifics
    • Clutter ;)

    I hope you still think that it looks promising :D
    I'm still open for suggestions, criticism and so on ;)
    [​IMG]
     
    Last edited by a moderator: 28 Dec 2016
  14. Re: ph_mountain

    There's too many light models and they look too grid-like imo :/

    Otherwise, looks epic :D
     
  15. Re: ph_mountain

    Ok, my english is too bad for the first sentence :sigh:
    Probably you can give me some examples what you mean (or you send a german Member who translates me this sentence into german ^^)

    But thanks for the second sentence :D
     
  16. Re: ph_mountain

    Too many lights, and arranging them in a grid pattern looks weird
     
  17. Re: ph_mountain

    Ohh :suicide: That makes sense, thank you :dance:
     
  18. Geit Coding wizard!

    Re: ph_mountain

    On the subject of lighting, most of your indoor areas are looking rather bland and bleak, because of the lack of variation in the lighting, For tube-lights, I'd recommend a very pale blue with a low falloff, and for typical lights, a very pale yellow with a higher fall-off, also try to vary the level at which the lighting comes from to make interesting shadows and highlight key areas.

    So, Basically, change the lighting a little so it doesn't look "fullbright" indoors.
     
  19. Obaruler German Rager/Spamer

    Re: ph_mountain

    You should put some more stuff ine the "outdoor area", like the Big yellow truck from cp_farm, so it doesnt look so "naked" out there, its really horrible for props to run away in these areas, just some more stuff that prevent heavys from camping on specific points, beeing able to control half of the map :/
     
  20. Re: ph_mountain

    :(
    I wanted to finish the map this week, but last saturday my computer stopped working. My graphic board is damaged and now i can't finish the map for a long time. (I don't have money for a new graphic board :( )
    If someone wants to finish this map:
    Geit has the last version of the map with fixed lights.
    If he already deleted it, here is the last version without fixed lighting:
    http://aphantom.ap.ohost.de/ph_mountain.zip
     

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