Thursday, June 17, 2010

Benefits of early play testing

Rindle is now on its third alpha version for stage 1. Rindle will be a 3 stage payload map similar in game play to Goldrush.  As with rockyard I am blocking out the map in dev textures first. Then using play testing to refine the map while it is in its basic stages. This allows me to quickly change large parts of the map in a short amount of time. Once the details are added it becomes harder to redesign an entire area and wastes time re-doing details.

What follows is some comparison shots between alpha 2 and alpha 3, the changes would be far more difficult if I had detailed first and then play tested rather then play testing early.

First from a2:

This canyon is just outside BLU spawn. They must push the cart across the canyon to get close to the first point.

Now from a3:

Play tests showed that the canyon wide. Thus in a3 the distance across the canyon is shorter. Also the buildings seen across the canyon are shorter compared to a2. This was a common issue shown in play testing. In all of the following, most of the buildings have been lowered in a3 to resolve this issue.

This area from a2 shows the cart path just after the first cap point. Play tests showed that this area was both too long and lacked cover.
The same area in a3. Now the cart path winds down this corridor allowing cover to be created. This area and therefore the buildings are also shorter.
Another view of this area on a3, showing the opposite direction.

Thanks to the play tests, the first stage now has a more enjoyable layout. I will be working on starting to detail the first stage while continuing to play test it. In addition I will be blocking out the second stage and getting it ready for some early play tests.

Tuesday, May 18, 2010

Rindle

Rindle is a new payload map for Team Fortress 2 that I am just starting. So far I have the first staged blocked out and will be play testing the layout.

Some images to follow.

Verona

Added a link to Verona's main page.

Verona is a simple RPG for the Windows and XBOX platform that was developed by me and some other students for a class project. Visit the link for more information.

Tuesday, August 11, 2009

Rockyard Beta 3

Updated rockyard:

Changes include:
  • Added additional lighting to RED base entrace sniper windows to balance with BLU
  • Added elevator in courtyard to allow all classes to get to top level from bottom without back-tracking
  • Added large arrows in courtyard to help guide new players to middle
  • Added large arrows in mine shaft entrance room to guide players to the upper level when coming out of the forward spawn
  • Added soundscapes to enhace atmosphere
  • Added fog control for atmosphere
  • Added HDR
And some new screen shots:





And the download link:
cp_rockyard_b3 via fpsbanana
cp_rockyard_b3 via TF2Maps

Tuesday, June 23, 2009

cp_rockyard_b2

Here is the beta 2 version of rockyard. First a couple screen shots of some of the layout changes:





And the full changelog:
  • Added health and metal around first point
  • Added metal to mine tunnel
  • Adjusted windows at BLU base entrace so it is balanced agaisnt RED's windows
  • Added more rocks in the water at the middle point
  • Added ramps in the middle to both base entrances
  • Prevent engineers from building in the elevators
  • Adjusted respawn penalties
  • Changed path between first and seconds points on top level.
  • Added resupply closets in all spawn rooms to allow players to easily change loadout after spawning.
Locations for the file:
cp_rockyard_b2 via Megaupload

cp_rockyard_b2 via fpsbanana

Thursday, June 18, 2009

cp_rockyard_b1

This is my first Team Fortress 2 level. Rockyard is now in its first beta. It is a five point control point "push" style level inspired by the Team Fortress Classic level rock2. Below are some screens

The center point:


The first points for RED and BLU:



The RED and BLU Courtyards:



And now see how the middle point has transformed.

Early on during the alpha phase during an "Orange map" test:

After some textures have been applied and displacements added:

And the current:


Links to get the files:
cp_rockyard_b1 via megaupload
cp_rockyard_b1 via fpsbanana

Thursday, August 16, 2007

de_storm

Finaly here it is. A source converstion of de_storm. There are two versions of the map. A regular version (de_storm_s) and the Underworld 2 version (de_storm_uw2). The uw2 version has stationary doors to counter the slow moving door problem on 100tick servers. Screens below, links to the right.






Enjoy.

Small glitch has been fixed. Links updated.