Monday, April 27, 2009

CP Anasazi, part II



My TF2 map, CP_Anasazi has come a long way lately. I've been putting in 70 to 40 hour weeks on it, so that isn't a huge surprise really. I've learned an amazing amount about level design with the Source engine from it, and I thought I knew quite a bit already!

On top of it, I've created my own textures for the entire level. At the moment, there isn't a single Valve-created asset anywhere in it.

It's currently at beta version 480 something. You're not hallucinating that number - there really have been 480 iterations of this map. I give it a new version number every couple of major changes, and that adds up over the course of a few months.

It's on schedule for completion on May 4th. Given the initial schedule, it really didn't seem possible to finish a level of this complexity and size in under four months with only one person working on it, but I've surprised even myself.

There are things I want to add in it after it's been completed, a few custom models and more textures, but as it stands, it's a fun TF2 multi-player map, and artistically speaking, it's like nothing else out there in the TF2 world, something that was one of my major goals when I set out on this project.

You can see more pictures of it on my flickr page.

I intend on posting a video showing a fly-through of the level in the future here, as I need to put together a show reel of my work for my portfolio and website, so keep your eyes out for it!

Sunday, March 22, 2009

A new TF2 map, CP_Anasazi



Haven't updated in a while, seemed like a good idea today. Working on a new map, CP_Anasazi, a capture point map for Team Fortress 2, based on the Anasazi Indian cliff dwellings at Mesa Verde National Park. Going to try and take a roadtrip out there to get a better feel for the place if I have the chance. Only a 14 hour drive, not too bad.

Making custom models and textures for this map (Maya and Photoshop), I'll post when I get them done.

I'm also waiting for the Left 4 Dead SDK to come out, as I'd like to give mapping for L4D a try. Lots of good zombie scenarios come to mind, and it's a really fun game to play. The best co-op game in existence, quite possibly. Definitely the first one where helping your team mate is not a chore *and* something that extends your chance of survival.

Saturday, June 21, 2008

Austin GDC Plz?

As it turns out, there's a new GDC event down in Austin. Which is about a four hour drive away, vs the big GDC event in California which is a good two *days* drive away. It'd $300 to get in, but if you volunteer, you work for two days, you get to go there for free for two days, so yeah, I'm going to give that a try. Another friend of mine is volunteering with me, and we're going to carpool down there, so if you're in the Dallas area and are also heading down there, feel free to comment if you want to carpool also (gas being insane like it is).

Tuesday, January 29, 2008

GDC Plz

I've been wanting to go to the GDC for a while now, though how much it'd cost me has been the major sticking point.

As it turns out, you can get in for free if you volunteer there - also known as becoming a GDC Conference Associate. (helpfully pointed out by [Zakelro] Corvus on Indie Games Chat on Xfire
January 24th, 2008 (Q&A Session Transcript)
)

I don't think I'll be able to make it this year between classes and everything else, but I should theoretically graduate by December of '08, so hopefully I'll be able to make it out for the 2009 GDC.

Monday, January 21, 2008

Working on a TF2 map




I haven't done too much mapping this past year, I got burned out on it more or less. Between;
A.) One of the major mods I was involved with collapsing and

B.) A large HL2 mod a few friends and I were working on dying (one of my friends got called up to go to Iraq, the other didn't have much time when he started working on getting his PhD in quantum physics [as you might imagine]),

It was just hard to keep an interest in it.


But today I fired up Hammer (Valve's map editor) and decided to try my hand at mapping for TF2. Hopefully it will go somewhere.

On a side note, when you're not paid, and you're working with other volunteers, actually *finishing* a project is like moving heaven and earth in terms of difficulty. You either have to be a highly motivated team that's in close contact with each other on a regular basis, or the thing just doesn't work out.

Being located far away from each other tends to make things problematic also.

Tuesday, October 30, 2007

Quick update / Stayalive Ping

Been rather busy lately, not too much to say.

Some days, I hate Maya. That's all I'll say on that.