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ShangoXG
07-25-2008, 09:53 PM
k, so as E thought it would be a cool idea i decided to start working on a tf2 version of de_dust2 (created by Dave Johnston), as i looked around, and found no versions on fps banana, and one version on youtube, but it was done from scratch, and was quite different from original de_dust2, whereas in my version i have extracted the .bsp from the game cache files, decompiled it into .vmf format, then opened in hammer to work on tf2.

lemme just say, its gonna be a lot of work before its done, there is so much f***ed up stuff, every texture is white or grey, 90% of props dont work, its really screwed atm, but it will stay the same map basically!

um, im the only person working on it, and its not gonna be fully done for a while.
if i dont finish it before we start the mapmaking process of the SF map, then not for a LONG time, if ever.

XrazorX
07-25-2008, 09:58 PM
that could quite possibly be the coolest thing ever

JMaster299
07-25-2008, 10:24 PM
Are you going for an Offense/Defense map or Center CP map? I think it's awesome what you are doing and really think a de_ map should be Offense/Defense like Gravel Pit and the final point could even blow up if the Offense wins. Ofcourse others will have different views but you can lock Blue in T-spawn for set up and Red has to Defend A and B with C being Mid. Red can obviously spawn from CT-spawn. I am all for keeping the map the same but with this set up the ONLY thing I would change is removing the line of sight from T-spawn to Mid for Snipers.

ShangoXG
07-25-2008, 10:57 PM
its going to be like gravelpit, but without a C cap point (yet, maybe if it doesnt work so well with just A & B)
also, im going to be slightely expanding some things, and ofc i will change the middle slightely as it definately needs it.
by expanding i mean i will be building proper rooftops etc, and stairs for people to get up them, making it much more open and interesting as without the rooftops this map would be very limited as a tf2 map.

Blu will spawn from T spawn, i will attempt to add a setup time.
Red will spawn from CT spawn, points A and B will be the bombsites with the same letters; respectively.
i may make each area slightely larger, i dunno, very early production.

at the moment, a few areas around CT spawn have textures, a few props have been placed, a few removed, and all players spawn. that is all i have done so far.

JMaster299
07-25-2008, 11:17 PM
Very cool. There are updated dust2 maps that have things like multiple levels and extra rooms if you need other things to look to. There are dozens of dust2 maps to reference. If I knew anything about this sort of stuff I'd gladly give you a hand. From what I understand the compiling eats up a lot of time. If it's simple to learn I can download the necessary programs and help handle the busy work of processing the information.

eclyps
07-25-2008, 11:25 PM
any WIP pics? :D

ShangoXG
07-26-2008, 09:01 AM
lol....ill upload a pic of what hammer looked like when i opened it for the first time...gimme a sec.
btw, the majority of the yellow boxes in the bottom left corner are errors, thats a lot of 'em :confused0052:
here *shudders* -

JMaster299
07-26-2008, 01:37 PM
Would stealing the version of de_dust2 from GMod be any help? From what I understand GMod is all run off the HL2 Engine which is a little bit closer to what TF2 is built from then what they used to make CS:S originally. Sorry if it's a stupid suggestion but trying to think outside the box to help you where I can.

ShangoXG
07-26-2008, 07:38 PM
That is actually a really good idea and i would have used it....if you had told me 2 days ago :(...
unfortunately i have now put quite a few hours work into this already and do not want to start that work again, im quite far already i would say.

UPDATE -

-B tunnels now has 2 floors, so that B is now easier to attack, as otherwise there are too many choke points.

-The little hut-like area with the large doors at the bottom of the ramp of T (now Blu) spawn is accessable to go inside, and will feature health and ammo packs.

-Many of the props are now there, around 65-75%.

-All of the windows and window frames (which were the cause of most of the "error" props) are now there, meaning it doesn't look so horrible now.

-The textures are now being worked on, i have tried a few variations for certain things to see what looks good etc (one of the main things i worry about, does this texture look good or not?!)

TO BE DONE -

- Finish the textures.

- Fully finish all the props.

- Expand the rooftops so that they are accessable.

- Add stairs to a few rooftops so that the classes such as heavy and sniper etc can reach them.

- Find a better place for the 2 teams to spawn, aka inside a building with multiple exits. (atm they just spawn in the open, BAD!)

- Place the cap points.

JMaster299
07-26-2008, 07:52 PM
You can close CT spawn with doors on each side as it's closed off otherwise. T spawn is a little tougher but you could close off the side leading to Long A and that would eliminate that Sniper line of sight to Mid and close off the side leading to B and put an exit door on either side like CT Spawn. I know it won't be easy but I'm sure everyone will like it.

ShangoXG
07-27-2008, 08:14 AM
naaw, i thought it would just be better to have the buildings near T spawn be accessable as spawns, so there would be about three buildings that blu will come out of, rooftops and ground, it would mean there would be absolutely no chance of spawn camping unless they ALL went demo and engies and all were very coordinated, as for Red/CT i still have to think about that but i think i got a good idea.

Timmah!
07-27-2008, 10:33 AM
For CT/Red spawn, just knock out that wall behind the existing CT spawn area and add the spawn room there.

ShangoXG
07-27-2008, 12:07 PM
yea probably, but i will need multiple ways for them to get out, ill prolly turn 1-2 of the buildings really near there into spawn areas too.

ShangoXG
08-13-2008, 02:38 PM
k ive been working on and off for a while now, but ive made some progress, added a spawn building for blu team, some decals, more textures, props etc.
im getting there! :)

PandaBear Assassin
08-13-2008, 02:48 PM
oooo I wanna see...:)

eclyps
08-13-2008, 02:48 PM
WIP shots plx!

Guarana
08-13-2008, 03:11 PM
Ya screens or eclyps is straight as an arrow

Simbird
08-13-2008, 03:17 PM
all i have to say is this will be amazing. keep up the good work!

ShangoXG
08-13-2008, 06:35 PM
E straight as an arrow? that can't be right...
posting pics soon!

ShangoXG
08-13-2008, 06:36 PM
Im actually surprised people replied that quick, wow you guys must actually wanna see this map.
note any textures that are there before the FINAL release are prolly only there for temporary purposes only, im just throwing around the same few textures so that it doesnt just look all white and grey.

PandaBear Assassin
08-13-2008, 06:38 PM
Ok come on Shango!!!! I wanna see!! lol :)

ShangoXG
08-13-2008, 07:21 PM
thats what all the chicks say ;)
haha kk guys im still working on some of it ill post some pics before i go to bed promise, im currently working on some new areas and stuff.

side note, if hammer reports an error then repeatedly says "tell a programmer", is it freaking out and about to go all HAL on me?
Because that just happened and it was kinda wierd, something about an error, then "Tell a Programmer", i was like ...what? programmer? notnx, let me go back to mapmaking *clicks Ok* ... "Please tell a Programmer" ...NO! GO AWAY!.
Finally it did go away, so i just undid whatever i did (i moved part of a skybox lawls)
and continued.

The error was something like Cdump or Cminidump. *shrugs*

ShangoXG
08-13-2008, 09:10 PM
(The stuff im talking about is in the top right box, i should have used the other ones to give a better overview, but im not retaking those pics again, mebbe later when i have more stuff to show lol)

K, first picture shows B tunnels with two levels, the floor and a higher up level (untextured as of yet, and not finished) so as to add variety on how you can attack and defend B.

Second one shows part of B... the part thats finished anyways xD

The third picture Shows a very basic Blue spawn, the door and roof isn't there yet, and there are only two exits so far, i will probably add a third as at the moment you could cover both of those exits with a well placed sentry :)


Well, there we go, some pics to keep you occupied, and i've made sure E isn't straight (jees that sounds wrong).

I'm going to bed.
:sign0020:

Simbird
08-13-2008, 09:57 PM
that looks sooo cool! if you can pull this off dude you will go down in TF2 history!!!!

ShangoXG
08-14-2008, 02:19 PM
update - Still working on it, added some textures, worked on the upper level of B tunns, cleaned up some of the rooftops to make them more accessable, removed broken overlays, and the building that the pit of Long A slopes to is now accessable and leads to the roof areas (I'm thinking ill add some kind of fog so that people can't snipe right along long A? either that or some barricades, sorta sheets of metal propped up, which do you think is the better idea, or both?!

ikem1223
08-14-2008, 02:26 PM
hmm you can make smoke i know that but if you add fog then it creates it in the enitre map so do a somke event

ShangoXG
08-14-2008, 05:30 PM
k cool thats an idea, ill try see about that, but i do know that smoke causes some peoples computer to lag up quite a bit. (well, on CSS anyways.)

ikem1223
08-14-2008, 06:01 PM
well depends what is present. like water... shiny textures. in dust2 everything is like a matte finish so it shouldnt. also if you only have a little bit of smoke then it should be ok.

ShangoXG
08-14-2008, 06:16 PM
k ill def give it a shot, i need SOMETHING for long A lawls.

Tippo
08-14-2008, 06:20 PM
hurry up shango, this is fucking epic. you don't want somebody to capitalize on this before you

ikem1223
08-14-2008, 06:27 PM
like me .... jk but yea i am going to look at it tonight

Simbird
08-15-2008, 03:20 AM
quick shango! compyright it or something

beer.tots
08-15-2008, 03:48 AM
very much looking forward to. lol you'll still have snipers trying to pick mid

Simbird
08-15-2008, 10:44 AM
well if all the snipers have is mid that wouldnt be that bad. it gives them and edge there. like on 2fort and the bridge area. it keeps it balanced

ShangoXG
08-17-2008, 09:03 PM
update: worked on textures, started red spawn1 (will make 2 red spawns), fixed up blu spawn a little, made rooftops more accessable and presentable, fixed some screwed up stuff, added some areas and textures tothe outside of the map (aka the walls beyond it etc.

ShangoXG
09-05-2008, 07:22 PM
AAAALRRIIIGHTY folks, looking towards getting this released within the next few days, few issues so far (nothing major, just crashes the game once the map starts, no biggie...)
buuut im getting Ikem to look at that, and the doors (GODDAMNIT I CANT DO DOORS PEOPLE) but yea, so its nearly done.

Also, Ikem has been working on a different version which will NOT allow rooftop access like mine, but instead will offer an Avanti style of gameplay, pick up the intel, cap the point, and he uses beeping noises when you are capping, so that should appeal to everyone.

So...once both of our maps are done we will release them both at the same time, so that people on fpsbanana dont say "shango copied ikem" "no ikem copied shango" "no ur mom copied ur dad" etc.

Anyways yea, so both mine and ikems are almost ready for the alpha release, brace yourselves folks, this. will. be. sex.

JMaster299
09-05-2008, 07:30 PM
Good to hear!!!

ikem1223
09-05-2008, 07:50 PM
omg yea i started a server and BAM 20 people..... this will bring people in. but yea mine is going to be stock and shangos is a little more custom.

JMaster299
09-05-2008, 08:00 PM
omg yea i started a server and BAM 20 people..... this will bring people in. but yea mine is going to be stock and shangos is a little more custom.

Bad ikem! You need to put a password on those test runs to keep so little prick from joining, downloading the map, slapping his name on it and beating you guys to the punch!

XrazorX
09-05-2008, 08:14 PM
most.epic.map.idea.ever


get it done already i wanna play it =P

ikem1223
09-05-2008, 09:00 PM
jmaster... i have little things that i do to know that it is MINE :P

JMaster299
09-05-2008, 09:03 PM
jmaster... i have little things that i do to know that it is MINE :P

I'm sure you do but it's still fun giving you a hard time. :party0046:

ikem1223
09-06-2008, 02:58 AM
i went cp until i can get the intel/bomb figured out.

http://video.google.com/videoplay?docid=-6573210552222323181&hl=en

Timmah!
09-07-2008, 09:31 PM
I see some crates missing!
+ should be a crate next to bombsite/cap A along the little ledge (where AWPers love to camp behind)
+ should be 2/3 crates inside that little tunnel just outside of T-spawn, between T-spawn and mid.
+ I remember some other crates scattered around bombsite B.

fix it nao! :p

ikem1223
09-07-2008, 09:33 PM
to bad... and post stuff about mine in the ib_dust2
NAO

ShangoXG
09-11-2008, 03:54 PM
K, nearly done with the First release (The Alpha) i just need a few playtests, as at the moment i've only been able to guess what would make it balanced, and i've just so far been spending a lot of time running around the map on my own haha :/

SO...a few playtests and a few more fixes and it should be ready
ill post more pics soon.