The Tempest

The Nautical Answer to TF2

Progress Update – Dave Video 2

Happy holidays everyone, Dave here a new update video. Its been awhile since we’ve had any updates but don’t worry, the map is still going.

Sorry in advance for the quality of the video. I’ve had some trouble with my computer rendering movies, and it seems youtube didn’t want to show the first 40 seconds of my video. There should be stuff there but good news is the rest of the video is ok. Enjoy.

-Dave

December 31, 2009 Posted by | Uncategorized | Leave a Comment

Progress Update #6, Kevin Video #3

Hey all apologies all on the lack updates for a bit. We were rudely interrupted by life. A few moves and a incompatible CPU later here it is the latest Tempest progress video. Enjoy!
-Kevin

October 9, 2009 Posted by | Uncategorized | Leave a Comment

Progress Update #5 – An Art Update

Hey Everyone, Andre here for my first post! You may have been wondering where I’ve been, but my focus on this project has been on the art and lighting side. I’ve also been lending a hand with the general design of the map as a whole.

This week we implemented our first art pass, and I’m here to give you the details! Unfortunately, I don’t have a video for you, but I do have some pretty pictures! I’ll give you fair warning: there will be text, but I’m sure you’re all a strong bunch and will be able to pull through ;)

First up, in case you may have forgotten, the original idea for this map was to be placed within a ship yard. Normally, the textures used in TF2 are used for more outdoor areas with a bit of a western theme (while playing the game, you may have noticed how the red team uses a lot of wood, dirt, and brick in their color pallet, while the blue team uses a lot of cement, tile, and metal). So, when I started putting together our list of textures, the choices turned out to be somewhat slim. However, there were a few key textures that suited our design.

Throughout the map I used various brick textures to give some personality to many of the buildings (seen heavily used here at the red base). I really wanted to make sure that the map expressed our nautical theme, and given the textures that I had to work with, the brick seemed to work extremely well.

By comparison, although the brick is used at the blue base and throughout the first area, the dominant blue crates help to balance it out. Further, inside the blue base, I avoided using any brick at all, and focused on simple, subtle concrete textures for the walls, and a blue shaded concrete for the ceiling. These two textures are also used throughout building A and building B to identify them as belonging to the blue team.

A little further into the map we hit building C, where things start to get a little different. I brought in metal textures for our walkways and for much of the trim. White concrete was also used for the support pillars. Within this large central building, I continued the theme from the blue base, using white walls and a pale ceiling to identify the building as neutral ground.

Another common texture used in the map is wood, used for most of the floors to give the impression of a dock, and for most of the boat. I used slightly lighter textures on the interior of the boat, but kept the pattern of dark floors, light walls, and slightly darker ceilings that are found throughout the rest of the map.

Of course, since this is only the first pass, many of the textures look very flat and lifeless – that’s because a lighting pass has not been applied, and some of the scaling is a bit off. These are things that will be remedied in the weeks to come.

So, what are we looking at in the future for art? Over the next few weeks, we’ll be going through the map and making alterations to much of the brush work, allowing for more intricate texture patterns, and more detail on the buildings.

Coming up, Kevin will be posting a video showing the current progress of the map, along with a commentary on the feedback we received for our first Alpha test.

- Andre M.

September 25, 2009 Posted by | Progress Videos | Leave a Comment

Progress Video #4 – Kevin Video #2

Hey all,

This is my second video detailing the progress of the first section of Tempest. Happy Viewing.
-Kevin

August 17, 2009 Posted by | Designers, Level, Progress Videos | Leave a Comment

Progress Videos #3 – Dave Video #1

Hey everyone, Dave here with the update videos for the second section of our map. This area includes the boat,building C and the secondary blue spawn. These videos cover the major changes I’ve made up to our current whitebox.

We’ve been able to have our first test sesson with our whitebox and we are currently working on making changes for the second whitebox.

-Dave

August 13, 2009 Posted by | Designers, Level, Progress Videos | Leave a Comment

Progress Video #2 – Robyn Video #1

Hey everyone, my name is Robyn Sinclair, and I’ll spare you the personal details but feel free to read all about me and my past projects on my portfolio site right here.

I’m currently working with Jamieson Shearer on the final third of our Tempest map, and I’m pleased to present the second Tempest progress video that focuses on the whitebox of the final third of the level:

We’ve also just got our server up and running so stay tuned for details on our initial playtesting sessions and further iterations on our design.

-Robyn

August 6, 2009 Posted by | Designers, Level, Progress Videos | Leave a Comment

Welcome!

Welcome to the progress blog for “Tempest” a Team Fortress 2 playload map project.  So we are at the moment a group of five and so I am pleased to say have a few interations of a paper plan complete and are very close to completing our first white box.

I’ll let the other group memembers introduce themselves as for me my name is Kevin Maloney and I along with the team are all graduates of the VFS Game Design Program. You are more the welcome to check out my portfolio which is changing on weekly basis.

There will be some candooling with this blog as we get up materials but expect to see screen shots, descriptions and some narrated fly throughs, feedback is always welcome.

We will be looking for testers so if you would like to play some TF2 and give us some feedback please contact me at gd12kevin@vfs.com. Test times will be posted.

If are wondering what the heck a TF 2 payload map is…

Click here for more on TF 2.

Or here for more on what a payload map entails.

July 28, 2009 Posted by | Other | Leave a Comment

   

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