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Author Topic: surf_telstar  (Read 26185 times)

Offline Kompile

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surf_telstar
« on: December 29, 2013, 06:10:05 PM »
There's not too much to show right now, just some ramps and dev textures. Half the surf is done but I still need to make a jail. Unlike my first 2 maps I thought I'd actually playtest this one. When I've finished the surf I'll release a beta, until then you can gorp at these screenshots. Also, I might change the name, any ideas?






Offline RizzLe

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Re: surf_telstar
« Reply #1 on: December 30, 2013, 02:53:51 AM »
Those ramps look sick as fuk. Can't wait for the beta!
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Offline RazerSurf

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Re: surf_telstar
« Reply #2 on: December 30, 2013, 05:32:10 PM »
Looks really cool with those dev textures imo \ Rebel-resistance type map?

Offline Panzerhandschuh

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Re: surf_telstar
« Reply #3 on: December 30, 2013, 07:58:04 PM »
Cool ramps but it looks like you might run into some brush limits pretty quick unless you use model/propper ramps.

Offline Kompile

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Re: surf_telstar
« Reply #4 on: December 30, 2013, 08:41:33 PM »
I made the ramps in Blender, brushsides are only at 10% atm. They're made so they fit together like tiles. You can make some pretty cool shapes, the only downside is that the lighting looks like utter crap unless you use info_lighting on the models.


Offline Panzerhandschuh

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Re: surf_telstar
« Reply #5 on: December 30, 2013, 09:49:20 PM »
That's interesting. Do you make the ramps in blender the same way you make them in hammer? Afaik the ramps have to overlap on concave turns otherwise you get tons of ramp glitches. You get this issue when trying to make ramps with the torvus tool.

Offline Kompile

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Re: surf_telstar
« Reply #6 on: December 31, 2013, 12:11:34 PM »
They're made differently than in hammer. The only reason you have to overlap brushes in hammer is because of the way vertices are saved. Whenever you load a map or compile it, the vertex points of complex brushes shift around. For whatever reason though, this doesn't happen on the collision mesh of models. So you can surf perfectly fine on stuff like this.


Offline NamedPlayer

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Re: surf_telstar
« Reply #7 on: December 31, 2013, 09:46:11 PM »
Very interesting way to make ramps \ definitely will be giving that a try.

--Have you actually tested how sticky the ramps and how smooth they ride compared to normal ramps?
« Last Edit: January 01, 2014, 04:20:15 AM by NamedPlayer »

Offline spoz

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Re: surf_telstar
« Reply #8 on: January 02, 2014, 07:47:29 AM »
I'd been thinking about model based ramps since the good ol' days, never got round to it though.
Quote
But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....

Offline Kompile

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Re: surf_telstar
« Reply #9 on: January 05, 2014, 04:07:21 PM »
--Have you actually tested how sticky the ramps and how smooth they ride compared to normal ramps?

Yup, they're pretty much the same as brush ramps. You still get randomly stuck for no apparent reason and never in the same place twice. I've surfed my map for 30 mins and never got stuck once, then I've recompiled and got stuck immediately on the first ramp. Makes no sense.

I've made a little bit more.





I'm thinking about putting the jail in the middle of the second screenshot, should I even include a jail in the CS:S version? Are there still combat servers?


Offline Power-Fusion

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Re: surf_telstar
« Reply #10 on: January 05, 2014, 08:13:02 PM »
There are a few still kicking around. TF2 will make good use oFAJail as well as long as the map isn't too hard.

Love the FAJ edit.
« Last Edit: January 05, 2014, 10:25:31 PM by Power-Fusion »
spoz: I like my women how i like my filesystems... FAT and 16

Offline NamedPlayer

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Re: surf_telstar
« Reply #11 on: January 05, 2014, 08:45:33 PM »
Ahh nice \ also nice to see you on my server kompile. If you ever need a server to beta test your map just let me know and i'll upload it so maybe you can get some feedback.  \

Edit: if you make a jail please make an njv aswell.
« Last Edit: January 06, 2014, 10:44:54 PM by NamedPlayer »

Offline RazerSurf

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Re: surf_telstar
« Reply #12 on: January 06, 2014, 09:33:47 AM »
Definitely add a jail  \

Offline Kompile

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Re: surf_telstar
« Reply #13 on: January 09, 2014, 12:56:33 PM »


Got the first part of the jail done, going to add more floors and some sniper spots surrounding it.

Offline Orange

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Re: surf_telstar
« Reply #14 on: January 09, 2014, 08:13:32 PM »
That's beautiful man
Surfing states of the elder men

Offline RazerSurf

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Re: surf_telstar
« Reply #15 on: January 09, 2014, 09:25:40 PM »
This looks freaking awesome!

Offline Paper-Cut

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Re: surf_telstar
« Reply #16 on: January 12, 2014, 02:58:26 PM »
Successful ramp models make me wet.
I make my maps with Microsoft Paint.

Offline The call me queer

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Re: surf_telstar
« Reply #17 on: January 23, 2014, 01:57:37 AM »
I've heard of ramp models somewhere before, but I can't exactly place it...

Offline Sacred

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Re: surf_telstar
« Reply #18 on: January 23, 2014, 06:35:29 AM »
I've heard of ramp models somewhere before, but I can't exactly place it...

This here is another level than the shit you're trying to brag about.

Offline The call me queer

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Re: surf_telstar
« Reply #19 on: January 24, 2014, 01:51:43 AM »
Different methods, same result \

Offline Diealready

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Re: surf_telstar
« Reply #20 on: January 24, 2014, 02:18:51 AM »
not rly cause propper models are just normal surf ramps without decimal loss

kompile actually made the ramps in blender and they're much cleaner with no intersecting faces

Offline Kompile

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Re: surf_telstar
« Reply #21 on: June 08, 2014, 12:38:47 PM »
Still working on this map, progress is slow because the weather is getting nice.  \

I've made a randomized keypad for the end of the surf. When the map loads a random code is generated and displayed along the surf, after the correct code has been input, a new one is generated and players have to surf again to discover it.



Inside the code protected room is a keyboard which you can use to type messages to players throughout the map.



I've also turned the jail into a small arena section. (HDR overload)



I'm releasing a beta to friends soon but I still have to sort the lighting out (too dark and glowy) and make a pro section.

Offline Skittl35

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Re: surf_telstar
« Reply #22 on: June 08, 2014, 05:39:40 PM »
That looks beautiful ... I'd leave that dark and glowy \

Offline NamedPlayer

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Re: surf_telstar
« Reply #23 on: June 09, 2014, 12:47:49 PM »
Great use of lighting in this map but have you tried decreasing the lights on the ramps? They almost seem full bright. Other than your ramps the lighting fits it all so well with the dark and glowy look.

I would love to beta test this with you \ maybe if i get my internet working by the time you release your beta.

Also not much has been mentioned about the name but i really like the name of this map. Just keep in mind that it won't be nominated as much because of the name starting with a T though because of how the nominate function is Alphabetically ordered on almost every server.
« Last Edit: June 09, 2014, 12:51:29 PM by NamedPlayer »

Offline Diealready

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Re: surf_telstar
« Reply #24 on: June 10, 2014, 02:13:32 AM »
Great use of lighting in this map but have you tried decreasing the lights on the ramps? They almost seem full bright. Other than your ramps the lighting fits it all so well with the dark and glowy look.
That's a downside to the model-ramps, the lighting on them is garbage. -Staticproplighting only makes it worse because the models don't have enough vertices, so you have to use a lighting origin or leave them as-is.

Offline RazerSurf

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Re: surf_telstar
« Reply #25 on: June 11, 2014, 05:45:03 AM »
I've got to say; this map looks absolutely brilliant! The surf looks fun and somewhat new and the looks are really nice, I enjoy the dev textures to be honest..

Offline Kompile

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Re: surf_telstar
« Reply #26 on: July 25, 2014, 05:34:35 PM »


Jail is pretty much finished, just gotta fix some crazy lighting things and then the beta will be out.

I made a reward at the end of the map which gives the player ubercharge + crits for 3 mins but they can't leave the jail. That might end up being way too OP put I guess I'll find out. Also there's a kill button in jail which spawns skeletons from the Halloween update, they last for 30 seconds and can be spawned every 3 mins.

Offline RazerSurf

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Re: surf_telstar
« Reply #27 on: July 26, 2014, 12:04:37 PM »
Omg, this looks so good! Makes me wish I played more TF2.

Offline Kompile

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Re: surf_telstar
« Reply #28 on: July 29, 2014, 06:32:20 PM »
Cheers buddy! The open beta is out, go break it so I can fix it. http://tf2.gamebanana.com/maps/182092

Offline Krazy

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Re: surf_telstar
« Reply #29 on: July 30, 2014, 10:26:04 AM »
That was really well done, the ramp models worked well, it flowed nicely, the jail was amazing, and the surf was really fun; something that both beginners and pros would enjoy (I loved the Wiggle part).

The only issue I had was that the top and bottom of each ramp looks identical. At one part, I thought there was supposed to be an anti-gravity or something, but then I figured out I had to go on the top of that ramp. I'd imagine a few other people are going to have that issue as well.

Otherwise, amazing combat surf map.

Offline Arblarg

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Re: surf_telstar
« Reply #30 on: August 29, 2014, 04:10:03 AM »
So its almost been 9 months. Is this baby about ready to be given birth to or what?

Offline Kompile

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Re: surf_telstar
« Reply #31 on: September 16, 2014, 08:18:59 PM »
It's pretty much done, I don't have much free time to make it look better, so it's still dev textures.

Someone made a video of it http://www.youtube.com/watch?v=90OZqPo4S18

Offline Bluefin

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Re: surf_telstar
« Reply #32 on: September 22, 2014, 04:55:31 AM »
sick map, looks great even with dev textures

Offline scaz.zaf

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Re: surf_telstar
« Reply #33 on: September 23, 2014, 10:13:16 AM »
This map is seriously fantastic from that video preview, A+ work.