CP_Big Ugly
- Mad-Hammer
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CP_Big Ugly
Well, after a couple months work and swearing not to release anything before it's ready, I finally have a new map that I'm tentatively going to release as a beta 1.
Some of the fine folks who did me the honor of giving it a look have said the same thing.......... "It's Big" I swear to you though, it's only half the size of Warpath, it only looks...... big.
Anyways, have a look at a few of the screenshots and tell me what you think.
[fullalbumimg]455[/fullalbumimg]
[fullalbumimg]456[/fullalbumimg]
[fullalbumimg]457[/fullalbumimg]
[fullalbumimg]458[/fullalbumimg]
[fullalbumimg]459[/fullalbumimg]
[fullalbumimg]460[/fullalbumimg]
Some of the fine folks who did me the honor of giving it a look have said the same thing.......... "It's Big" I swear to you though, it's only half the size of Warpath, it only looks...... big.
Anyways, have a look at a few of the screenshots and tell me what you think.
[fullalbumimg]455[/fullalbumimg]
[fullalbumimg]456[/fullalbumimg]
[fullalbumimg]457[/fullalbumimg]
[fullalbumimg]458[/fullalbumimg]
[fullalbumimg]459[/fullalbumimg]
[fullalbumimg]460[/fullalbumimg]
Last edited by Mad-Hammer on Mon Jul 07, 2008 10:21 pm, edited 1 time in total.
- So Uncivilized
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Re: CP_Big Ugly
The high-vantage screenshots might be throwing off your perception. To me, it looks very Pyro friendly, lots of caverns and enclosed areas.
But I'll never know till I play it.
Which will be when, Hammer
But I'll never know till I play it.
Which will be when, Hammer

- Mad-Hammer
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Re: CP_Big Ugly
It looks like a sniper fest but, it's not. Sure a sniper may pull off a long shot up one of the canyons but, there are two other ways out of any base if, you want to knock down a wall or two. If a sniper has you blocked one way, there are two other ways to attack, depending if you want to travel that way.
The drawback to knocking down walls/barricades is, that it opens your base up to attack. Each base has three means of exit or entry. Two of those exits have barricades built totally keeping the enemy out.
The drawback to knocking down walls/barricades is, that it opens your base up to attack. Each base has three means of exit or entry. Two of those exits have barricades built totally keeping the enemy out.
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- l3eeron
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My My, Mr Hammer, you're mapping skills have improved by leaps and bounds!!!
You're displacement work looks phenominal, and those big oak trees fit so well!
I'm anxious to play!
(that water needs it's texture scale raised, try .5 instead of .25)
Wow, I am thoroughly enthralled.
Last edited by l3eeron on Mon Jul 07, 2008 9:56 pm, edited 1 time in total.
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Re: CP_Big Ugly
The .bsp is packed. All I have to do is finish the chalkboard photos and write up some map text. Then upload it to the server. I'll post a link in here as soon as I move it to the server.
There are two reasons I named it Big Ugly. One, is it's named after an actual town here in WV. Second, it's the size of the map, 63 mb. I had it trimmed down to 40 mb but, after optimization, player clips, occluders, area portals, no draws and refined physics data, the darn thing swelled up to the 63 mb I'm now stuck with.
There are two reasons I named it Big Ugly. One, is it's named after an actual town here in WV. Second, it's the size of the map, 63 mb. I had it trimmed down to 40 mb but, after optimization, player clips, occluders, area portals, no draws and refined physics data, the darn thing swelled up to the 63 mb I'm now stuck with.
- Mad-Hammer
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[quote="l3eeron";p="105785"]
My My, Mr Hammer, you're mapping skills have improved by leaps and bounds!!!
You're displacement work looks phenominal, and those big oak trees fit so well!
I'm anxious to play!
(that water needs it's texture scale raised, try .5 instead of .25)
Wow, I am thoroughly enthralled.[/quote]
I had a good teacher. I think you created a monster though. I kept all the textures true to TF2. The water texture looks pretty good up close, I was getting a rippling effect because of being in skybox I took my time and turned all the textures...... well most. I need to make a post at tf2maps.net and thank them for all those tutorials. I have a little paint shop work to do before it's ready to be zipped

My My, Mr Hammer, you're mapping skills have improved by leaps and bounds!!!
You're displacement work looks phenominal, and those big oak trees fit so well!
I'm anxious to play!
(that water needs it's texture scale raised, try .5 instead of .25)
Wow, I am thoroughly enthralled.[/quote]
I had a good teacher. I think you created a monster though. I kept all the textures true to TF2. The water texture looks pretty good up close, I was getting a rippling effect because of being in skybox I took my time and turned all the textures...... well most. I need to make a post at tf2maps.net and thank them for all those tutorials. I have a little paint shop work to do before it's ready to be zipped
- Stevo
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Re: CP_Big Ugly
Looks awesome!



Re: CP_Big Ugly
Excellent job, Mr. Hammer! I absolutely can not wait to play this, it looks super fun!!
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- Mad-Hammer
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Re: CP_Big Ugly
Well, just an update to this, l3 loaded it up on his server and we gave it a look around. A few things suggested was more health and ammo, more sign post, some texture optimization on the water hazards and last, trying to get the map size down in megabytes.
Oh, and one more thing, tweak the timers on the control points. The thought is, a scout rush could/would cause some problems on this map. So, I'm gonna take a look at some Valve maps and mimic their timers.
So, looks like I'll be uploading the map this evening.
Oh, and one more thing, tweak the timers on the control points. The thought is, a scout rush could/would cause some problems on this map. So, I'm gonna take a look at some Valve maps and mimic their timers.
So, looks like I'll be uploading the map this evening.
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