Developer Journals

Developer Journal: omega

Posted 1 decade ago Map Design
So I'm one of the newest additions to the dev team and I'd figured I do one of these journal gimmicks to tell you guys what I'm doing.

I started work on monkey about two weeks ago. Although Chemical Burn had some stuff done on it already, I started from scratch with the exception a guideline of the original to use as a base for the dimensions. The great thing about monkey is that it's almost perfectly balanced in its TFC form--maybe leaning slightly more to the defensive side--but balanced nonetheless. With that said, the dimensions will be nearly identical to the TFC version of monkey, aside from problematic issues that were in the original (for example, I'm thinking of redesigning the T area to make the walls less annoying and less "sticky"). Another reason I say "nearly" is that it appears the original monkey was designed in with a grid size of 8 units. I personally use 16 (although I know Defrag lives by 32--let's pretend he doesn't read this), so in turn the dimensions of various things will be either 8 units longer or 8 units shorter, depending on what I decide fits a particular area better. But, really, 8 units will make an unnoticable difference. Of course, saying all this doesn't mean I'm making an exact replica of the original--no, not at all. There's more curves and sourcification in general, but the lengths/widths/heights from brush to brush are basically the same.

I've been trying to work together a theme for the map. A lot of other people on the team were pushing for a jungle/aztec/mayan theme, but going all out on that would take quite a long time as many resources would need to be made. Right now it's sort of molding to a "fortress style bases in a tropical and jungle environment" theme. To expand on this, we've got some nice blue, tropical water made, and the water room (next to the flagroom) is planned to have a fairly decent sized waterfall coming down from the ceiling. It's still in its early phases, though, so the theme is subject to go through a blender and whatnot.

As for the actual progress I've made so far, the flagroom is tightening up quite a bit, so I've moved on to the water room to draw out the theme a bit more. I made some initial progress on the T and lower hallway (by the lower respawn), but I didn't really like how it turned out, so those will be worked on later.

Hopefully I'll have some of it media-ready by the time of the next update.
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