Developer Journals

Developer Journal: Defrag

Posted 1 decade ago Lead Map Design
Uni just started back, so I've been somewhat distracted for the last few days. I just need to spend a bit more time on bases to polish up the RR & Water entrance. The rest of it is basically done, but I keep tinkering with stuff. I'm never happy with anything as it can always be better. I've been working on the water entrance for the last few days, and it's ~Q3F style (I can't remember what the original QWTF bases water ent looks like, as I can't pretend to have played QWTF more than a handful of times) in that there's a couple of bounce pads; bounce pads are more interesting than ladders, I guess. The water entrance is situated in a damp cavern with metallic supports and all that good stuff -- I'm just working on the general ambience and details before I rubber stamp it as satisfactory.

The response to push has been very good, with even push-whores like Nar voicing their approval. The few gripes I've heard pertained to the fact that I used CS:S content in places, or that the style of map was ~HL2ish. The former can hopefully be addressed in due course; the latter is more down to a subjective opinion. I personally like the fact that TFC and FF both afford level designers the ability to craft their own theme and take players to a series of varied environments / situations. Levels can be removed from reality (pretty much the majority of Team Fortress maps), gritty and pseudo-realistic (push), realistic (hunted), exotic (avanti) or just plain.. weird. TF has never had any rules or stringent style guides, unlike a lot of game types. It keeps things fresh. In my opinion, the original push for TFC was more of a pseudo-realistic experience (well, as realistic as initial release maps could get considering they used two megs of texture memory and many people were still playing using software rendering). It was a fairly bland, functional and industrial affair, with little evidence of flair or nods to the surreal. Since the HL2 resources complement this approach, I felt it was a good idea to continue push in this vein. Believe me when I say that the realistic(ish) maps are in the minority, just as with TFC. Quite a few people complaining about the style weren't too familiar with the original map, so I'm hoping that's not a coincidence. Thankfully, the response of the majority would appear to suggest that I've done Push justice on the Source engine.

Anyway, what we really need is a texture artist that doesn't get abducted by aliens.

Rest assured we want to recruit Texture Artists, but finding applicants of a decent quality is difficult indeed. A lot of people seem to assume that we can conjure quality textures from thin air! Not so! If only it were that easy.
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