lts_Void

FinlordFinlord Senior
edited April 2016 in Community Maps
Hi everyone.
Still going to add skybox, decals, new particle effects if I figure out why they are not working, one way teleports and make adjustments to the skybox texture. Skybox texture is not mine though I did edit it a little. You can find original texture from here: http://css.gamebanan...m/textures/2211. I'm still experimenting lighting level and I think its still little too dark.

https://gyazo.com/94...415abfe3b5499c8
https://gyazo.com/0a...6a6f731935a42b5
https://gyazo.com/2c...af3c23ca1bbdffe
https://gyazo.com/71...5e5e4b93278c12f
https://gyazo.com/8d...a8fc739d960bbdb
https://gyazo.com/1b...3dda68b9979de01
https://gyazo.com/e5...4ace37ecffa6c32
https://gyazo.com/2b...67b360dc9f87cb3

te_void_b3 Download link: http://www.paste.fi/file/14608170258328
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Comments

  • Combine™Combine™ Beta Tester, Authorized Creator
    edited 6:33AM
    Looking beautiful! but the last gyazo picture is way to dark though.
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited October 2015
    I think this is already obvious, but it would be great if it wasn't only LTS. Really, even if we don't have a huge variety of them, in comparison to other gamemodes (especially territory) it's very low. From what I can see, it being a TW or just plain TDM could do.

    When doing particle effects and the like, make sure you measure FPS. People would rather play an optimized map than a "beautiful" map. Optimizing is sadly hard if you never tried it, don't know how or are too lazy.

    I think you should release a test version of the map, so everyone can try it. And that way, I can check out how well the cubemap is there.
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  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Beta Tester
    edited 6:33AM
    I'd def like to see this as something other than LTS honestly, should be a fun map to try after the update when the custom stuff is back in

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  • FinlordFinlord Senior
    edited 6:33AM
    Combine™ wrote:

    Looking beautiful! but the last gyazo picture is way to dark though.


    Thanks. I thought that small dark cave would be cool but I could add light there.

    El Negro wrote:

    I think this is already obvious, but it would be great if it wasn't only LTS. Really, even if we don't have a huge variety of them, in comparison to other gamemodes (especially territory) it's very low. From what I can see, it being a TW or just plain TDM could do.

    When doing particle effects and the like, make sure you measure FPS. People would rather play an optimized map than a "beautiful" map. Optimizing is sadly hard if you never tried it, don't know how or are too lazy.

    I think you should release a test version of the map, so everyone can try it. And that way, I can check out how well the cubemap is there.


    I'd def like to see this as something other than LTS honestly, should be a fun map to try after the update when the custom stuff is back in


    I could do many different versions of this map but first I will complete this lts version. This map is not so large and I know pretty much about optimization so FPS wont be the problem. Tomorrow I will release test version for you guys. Just keep in mind it won't be optimized fully yet.
  • Combine™Combine™ Beta Tester, Authorized Creator
    edited 6:33AM
    Oh as for the map itself, it really reminds me of te_float, the style of it,floating stuff. You could try it as a te, tw or even dm but yeah i mean it looks abit all over the place for an lts map. But yeah try test it alot give it a try on each gamemode get some peeps to come in test it out get feedback then in the end you'll find out the right gamemode for your map!
  • FinlordFinlord Senior
    edited 6:33AM
    Here is the test version I promised. http://www.paste.fi/file/14455215908014
    There is no cubemaps and no HDR lighting yet. There is only one teleport but you get the idea how they work. Now is the good time to test it and give me feedback because after Fallout 4 comes out I'm not mapping for a while.
  • Combine™Combine™ Beta Tester, Authorized Creator
    edited 6:33AM
    The map is very lovely, the design is perfect and it looks very awesome. The map feels like a territory gamemode to me, the spawns are in 1 spot and the teleporter takes the player to the middle where the tree is. I'd like you to make the tree the territory but try find ways where 1 team can't reach the territory faster than another maybe each team has a teleporter? something like that and you'll be good to go!
  • FinlordFinlord Senior
    edited 6:33AM
    Combine™ wrote:

    The map feels like a territory gamemode to me, the spawns are in 1 spot and the teleporter takes the player to the middle where the tree is. I'd like you to make the tree the territory but try find ways where 1 team can't reach the territory faster than another maybe each team has a teleporter? something like that and you'll be good to go!


    Thanks for the feedback. I'll think of that territory version after lts version if finished. I was planning to make 4-6 teleporters around map that closes for random time after someone uses them.
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited October 2015
    I'm gonna try this at 19:00 (European Time, specifically Spain) in "The Sunken Server of Test'Udo" server, gameplay wise. Yer all welcome to join, motherlovers! (Don't expect very good pings) Oh and it's today at 23 indeed.

    I don't wanna judge it now, but I'll do it by "first impressions"; I think it looks great and will look great, but in the end, the gameplay might be very, very bad, especially for LTS and more especially so for "serious LTS". There seems to be so many ways to fall down; accidentally, dumb, intentionally...The spaces between factions are well placed, but they still seem to be very easily exploitable. I actually love how the knights got some floating "cubes" around them in which they can actually climb up, yet the pirates got a way easier ramp. Do you just hate archers or want something more challenging for the archers? ;)

    I was thinking that maybe you should add a teleporter on the "falls" for the LTS version that will lead you to that "lake land", maybe more "lake lands".

    Be wary that I'm judging at how the map LOOKS now, I know it's WIP, but still, any feedback is welcome, right?
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  • FinlordFinlord Senior
    edited 6:33AM
    El Negro wrote:

    I'm gonna try this at 19:00 (European Time, specifically Spain) in "The Sunken Server of Test'Udo" server, gameplay wise. Yer all welcome to join, motherlovers! (Don't expect very good pings) Oh and it's today at 23 indeed.


    Thanks for testing it. Skybox texture isn't packed in .BSP file yet so everyone have to download it manually.

    El Negro wrote:

    I don't wanna judge it now, but I'll do it by "first impressions"; I think it looks great and will look great, but in the end, the gameplay might be very, very bad, especially for LTS and more especially so for "serious LTS". There seems to be so many ways to fall down; accidentally, dumb, intentionally...The spaces between factions are well placed, but they still seem to be very easily exploitable. I actually love how the knights got some floating "cubes" around them in which they can actually climb up, yet the pirates got a way easier ramp. Do you just hate archers or want something more challenging for the archers? ;)


    I actually wanted to make this somewhat challenging map for everyone. Archer is my favourite class. Archers may have disadvantage at their spawn because of kegs but there are many places where their cbows can knock enemies easily off the cliff. I also don't think every class should fit in every map.

    El Negro wrote:

    Be wary that I'm judging at how the map LOOKS now, I know it's WIP, but still, any feedback is welcome, right?


    Of course :) Any feedback is welcome.
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited October 2015
    Check this out;
    http://steamcommunit...s/?id=540318653

    This problem, it's user-related, right? I told them it's because of them not adding the "materials" folder in the right location, but I actually am not too sure myself.

    After trying out the map, it seems that the central tree is the best spot for the Sharpshooter, and probably archer but none of them were capable to get there it seems (Badass Sharpies). The "lake" land is pretty much useless, there's nothing in there and hardly anybody goes there anyway, should add some food, ammo and armor to make it more interesting, maybe some "cover" spots too.

    Now, since the current map didn't have a gamemode it was a simple DM. Funnily, nearly all my friends agreed that it is better as a DM than an LTS. Some say TE, TW and even Booty.

    What's the common opinion from them? "Cool". They still think the map needs work (yeah right, no fecal matter, this ain't a finished map), I'm sure by that they meant something more specific.
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  • FinlordFinlord Senior
    edited October 2015
    El Negro wrote:

    Check this out;
    http://steamcommunit...s/?id=540318653

    This problem, it's user-related, right? I told them it's because of them not adding the "materials" folder in the right location, but I actually am not too sure myself.


    You are right. That happens when skybox texture is in wrong folder.

    El Negro wrote:

    After trying out the map, it seems that the central tree is the best spot for the Sharpshooter, and probably archer but none of them were capable to get there it seems (Badass Sharpies).


    Did they notice that teleport inside the tower?

    El Negro wrote:

    The "lake" land is pretty much useless, there's nothing in there and hardly anybody goes there anyway, should add some food, ammo and armor to make it more interesting, maybe some "cover" spots too. Now, since the current map didn't have a gamemode it was a simple DM. Funnily, nearly all my friends agreed that it is better as a DM than an LTS. Some say TE, TW and even Booty.


    Since most people prefer this map to be something else than lts iI'll make it territory and and we'll see how it goes.
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 6:33AM
    Finlord wrote:

    Did they notice that teleport inside the tower?


    They did, but the archers were still being easily shot at by Sharpshooters, and even Vikings. Talking about Vikings, seems that they're actually the least favourable faction to get on the top

    Since most people prefer this map to be something else than lts iI'll make it territory and and we'll see how it goes.


    Cool, waiting for Test Version 2 then.

    Another thing, should have said it already; There's a terrain glitch in which we can get easily stuck on it, and even if we can get out, it's not without a lot of struggle and unintended "enemy help" (such as being kicked). It is near the teleporter, right outside of it, between a steep. It's not hard to miss.

    If you want I can personally show you it in the Test'Udo server.
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  • FinlordFinlord Senior
    edited 6:33AM
    I don't know when I have time to finish this map but it should be playable already. Here is the first territory version.

    te_void_b1 Download link: http://www.paste.fi/file/14500288498115
  • FinlordFinlord Senior
    edited 6:33AM
    Any idea what causes this? https://gyazo.com/f16fdf91786673f9699be966ed3f3a9f
    Only happens when HDR is enabled.
  • FelisFelis Glitch Kitty PVKII Team
    edited 6:33AM
    Finlord wrote:

    Any idea what causes this? https://gyazo.com/f1...99be966ed3f3a9f
    Only happens when HDR is enabled.


    It's a Source engine glitch caused by high FOV, not a problem in your map.
  • FinlordFinlord Senior
    edited 6:33AM
    Beta 2 released. Download link: http://www.paste.fi/file/14504676328140

    Changelog:
    - Added some ambient music
    - Added cubemaps
    - Added HDR
    - Added light_glows to portals
    - Added crystals
    - Added two buildings to the skybox (more coming)
    - Fixed some displacements
    - Adjustet lighting level
    - Changed tile texture
    - Maybe some minor fixes

    https://gyazo.com/6af0f8371a0da114772a245ad4c2439f
    https://gyazo.com/914969c3e6920e343df8ef189a54aa33
    https://gyazo.com/d797412bb19092936ebe014d89cb1dc3
  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Beta Tester
    edited 6:33AM
    Tried to upload this on SBP, didn't work for whatever reason (the other maps minus grogboat worked that I added the same day)

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  • FinlordFinlord Senior
    edited 6:33AM
    That's weird. I'll try to figure it out. Did it have any error message?
  • KOKORONOKAWARIKOKORONOKAWARI Funny Little Japanese Drawing Person Beta Tester
    edited 6:33AM
    Was giving the map error message like it didn't exist yet I saw it in the fast server download and it was listed in the ftp.

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    "I like axes"
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  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 6:33AM
    Is this map dead? I can't get any of the links, not even the latest one.
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  • FinlordFinlord Senior
    edited 6:33AM
    It's been awhile since I worked this map and I accidentally removed it. I had to compile it again so I hope there is not missing anything. There might be some minor fixes.

    te_Void_b2
    http://www.paste.fi/file/14596983718312
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 6:33AM
    Cool, hopefully this should remove that boredom most "PVKII Veterans" have nowadays.
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  • Combine™Combine™ Beta Tester, Authorized Creator
    edited 6:33AM
    This map lacks Pick Ups such as Armour,Ammo,Health. You should place more outside of the territory and some on the floating rocks. Would be nice aswell to re-position the info_player_start camera to where it's showing the middle of the territory instead of just a rock. Also adding spawn protection would be nice, maybe lower the volume on those fireballs aswell feels like they are way to loud maybe volume 5 or 7 will do. Would be good to add more cover to the middle hill since i'm able to shoot from the spawn as a ranged class from all 3 spawn bases and that might be a problem if you got ranged classes sitting in the spawn just shooting the hill which is very vulnerable. Other than those looks like a cool map, you just need to fix it up a little more.
  • FinlordFinlord Senior
    edited 6:33AM
    Thanks for the feedback. I'll make some adjustments.
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 6:33AM
    Okay, after trying out this map, me (and some others) got opinions about it;

    Truly, it doesn't have much pickups for anything. The ammunition pickup on the tree is great, but the rest are kinda silly. Besides, it seems that only Knights got armour pickup. There should be some pickups on the tunnel, perhaps the boat to the food storage and something on the food storage itself (armor and ammo? Or maybe just ammo). Keep just the ammo on the tree, if there is HP and Armour, it would get worse. Also, I'd say all bases should have pickups. Knights ought to have two.

    Talking about the bases, it seems that only the Pirates got it well defended. Knights are so easy to spawncamp, same with the Huscarls. Pirates are too actually, but not by much. Besides, during the "testplay", pirates hardly if ever got attacked anyway. Need to do something about that. Also, can you remove those silly logs on the Vikings base? They're too annoying.

    Strangely enough, I felt like the Vikings got the best spot while the Pirates got the worst. Pirates got it worst because of the locations, they either pass through a bridge and face attack from Knights (worst case scenario; goddamn archers) or jump through those rocks to get to the tree. (Was there actually a teleporter right very near the Pirates' spawn?) Yet Vikings got it easy because they can easily get to the chicken and tree. Although this is not too accurate, Vikings were too good during that round. Still, maybe a third territory wouldn't hurt.

    Now, for the tree itself, I like how you put some walls to protect from ranged classes, but problem is...Knights got it too easy; they spawn right in and there you go, shoot at them from even that distance. Can you put a direct wall right on the knights? On top of the hill, of course.

    The worst part about the map is the music though. As good as it is, not many people seem to like it. Can you just remove it or shorten it? If it was around 30 seconds to 1 minute, that'd be alright.

    Other than that, all about the map is great and I see it easily improving further.
    I make mods.
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  • FinlordFinlord Senior
    edited 6:33AM
    Thank you for testing it. Those balance issues are easily fixed. I'll remove music altogether because its hard to find music that pleases everyone and it reduces map size 4mb.
  • El NegroEl Negro The Genuinely Only Sane Person Senior
    edited 6:33AM
    I'm eagerly waiting for the next update!
    I make mods.
    Your soul cannot be saved.
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  • FinlordFinlord Senior
    edited April 2016
    Beta 3 released. Download link: http://www.paste.fi/file/14608170258328

    Changelog:
    - Removed music
    - Reduced fire ball sounds 50%
    - Increased HDR ambient lighting level 50%
    - Spawn are now protected and has more cover
    - Moved vikings spawn further to match with knights spawn
    - Added more cover to tree territory
    - Added info_player_start
    - Added more pickups

    Thanks to El negro and Combine for pointing many of these flaws. Food storage grants you health so I did not add any food there.
  • Combine™Combine™ Beta Tester, Authorized Creator
    edited 6:33AM
    Just couple last things, i notice in the background you got floating rocks but just only the ones in the background try test out how it will be and also how it looks if you used func_tanktrain + path_track then make it move up and down very slowly to give it that "floating" feel to it. Since i seen alot of maps that where the environment is basically a floating castle or some sort nothing in the background feels like it's really floating it's just a brush in mid-air but with my idea it'll make it feel sorta more realistic and since it's just a background object won't really affect gameplay at all so give it a shot if you like!

    As for the music i actually liked it sorta fit the level but you liked it of course and just cause 1 person doesn't like it doesn't mean you need to entirely delete it off the map! so best thing to do is maybe find a way to trigger the song by shooting a brush or something like that! since some music actually fits some maps for example dm_nexius_iceworld and dm_galaxy_buy but yeah my guess is it fits because it's a deathmatch map and with music on any other gamemode it'll be hard + annoying to hear the announcers overlapping the music. But try shortening the song maybe and try make it triggerable in someway as i felt like it suited the atmosphere of the map and it felt nice!

    Once you do that i feel like you're actually done with the map so time to send it off!
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