Geometry and assets by me
Textures from Team Fortress 2 game files
Top class student for Game Design at West Cheshire College
One of my most favourite games of all time - "Playing 12 years straight"
Ah yes, what a game. This is indeed a chaotic game. I love it so much and have many memories playing this. In every (creative) game I play, i try to recreate 2Fort and mostly succeed. I've recreated it in LEGO Worlds, Minecraft, Halo 3, Halo Reach, Halo 4, Far Cry 2, and No Man's Sky. It's so much fun to recreate.
So far, I've only recreated the Red spawn room. Assets aren't fully included, but the boxes are there to show where the assets would be. Of the assets missing, they are; the healing cabinets, wardrobe shelves, scales and random details.
The automatic doors do actually open upon approach, then close as you walk away. This counts for horizontal doors at spawn, and the large exit door.
Trying to get the correct lightig was tough. I wanted a mainly pink, or apricot look to the spawn room. I thought it'd contrast well with the blue sky seen outside the windows, as it highlights them, reminding the player they need to leave this area to see a brighter, more colourful world.
The main room, on the first floor, was a lot of fun to make. When playing, you don't think about how detailed this room actually is. There's a lot of characetrs to the room, and I thought I'd try to add some more to it using the high quality lighting Unreal has to offer.
I wanted to highlight the large sign with the Red Team logo on it. I think it's quite ffective. I know this is way too dark for multiplayer gameplay, but I'm a fan of realistic lighting. I tried many different sun angles, adding more lights and just baking shadows, but nothing made the room look believable. It's important to keep the upper parts of the room in mostly darkness, as your eyes need to focus on the doorways mostly.
Considering this was my first ever remake of a video game map area, I think I did quite well to start with.