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Everybody has their favorite map, either Valve or custom made, and why they like it. A lot of people like to make maps, however due to whatever limitation (inexperience, lack of resources, etc) they never see the light of a public server. What I'm proposing to solve this is to split the design work up among many players, along with the resources of the EdgeGamers' community, so we can make a map that no one can complain about, because everyone made it.
I've made a development schedule
Code:
[COLOR="Green"]Completed[/COLOR]
[COLOR="Orange"]In progress[/COLOR]
[COLOR="Red"]Need more people[/COLOR]
[COLOR="Blue"]More could be added/waiting[/COLOR]
Full/waiting
- Orange Dev [Death Injection, =[Ga]= AutoDMC, #3] (make the base of the map, ready for entities and the way we would want our first play test)
- Displacements [fatboy not slim] (add the terrain)
- Entities [Kevimaster] (the game mechanics and spawn rooms would be made at this stage (the payload track and control points would also be placed by you)
- Props [Skill/CJaZ] (basic game play props)
- Basic Optimization [TBone01]
- Public Play test (this is where we would want to determine all the problems)
- Detail Brushes [ShinobiSli, Asd, Passerby](fix up all the stuff found wrong in the 1st play test)
- Entities [Kevimaster](Change various time limits and other things that didn't work with a lot of people)
- Public Play test (Find anything else wrong)
- Entities [Kevimaster](finalize your work and fine tune)
- Detail Brushes [ShinobiSli, Asd, Passerby] (Add the "skin" to the map)
- Texture pass 1 [Passerby] (the base layer or textures, establishing the theme)
- Props pass 1 [Passerby] (replace the development blocks with their actual props and add basic props)
- Texture pass 2 [Asd] (more detail textures)
- Prop pass 2 [Skill/CJaZ] (more detail props)
- Lighting and environment [TBone01, ShinobiSli] (lighting throughout, skybox, the skybox texture, and environmental light)
- Texture pass 3 [Passerby] (any fine touches and fix anything changed by the lighting or displacements)
- Prop pass 3 [Passerby] (same as textures)
- Water [#1] (Water and water particle effects)
- Full optimization [Passerby]
- Clipping [HaterSalad] (make sure the players can't stand in the middle or the air)
- Soundscapes [featherfoot07] (Hear the cows mooing in the distance?)
- Public Play test (let's see what everyone thinks!!!)(last chance to change anything)
- Texture pass 4 [Asd] (fix stuff that people will find and you didn't notice (happens to everyone))
- Prop pass 4 [#1, #2] (same as Texture)
- Entities [Kevimaster](fine tune any problems that might be there)
- Public Play test
- Release?
Each position that can possibility have a job has been indicated
Code:
[#1] First job opening, a second and third job may be available
[NAME] [#2] has been filled, still more jobs open
[NAME], [NAME] has been filled no more jobs open
We've now decided on a theme and game play:
This will be a 3 stage PL map, the first sage being simple, the 2nd stage having control points to unlock track, and the 3rd will have a surprise.
The theme will be like hydro, we'll slowly move from a more rural area into an industrial complex. There were also be a river in the second stage, with some special attributes.
So, are you in?
Post below if you just want to comment about what theme or game play style you want use to use or have any other comments!
PM me if you want to be a part of making this map (include your thoughts (the same as if you would post), what job you want (and how many you want), and (optional) a sample of you work relating to said position(s) (.vmf)).
Join our Steam Group to receive news about progress, updates, and play-tests!
Also, look at the "Ultimate Mapping Resource Pack" http://forums.tf2maps.net/showthread.php?t=4674 and get the Swamp pack too! http://swamp.tf2maps.net/
Special thanks to Death Injection, Activate, and Kevimaster.
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