CP Datanode

Toomai

L3: Member
Apr 14, 2011
129
144
Alright then. This is the first map I've ever tried to do, so it's pretty much guarenteed to have a bunch of newbie mistakes in it. Feel free to critisize hard.

Datanode is a multi-stage linear control point map. Originally, it was a secret BLU data storage facility hidden in the forest or something (okay so there are no trees yet, this is in alpha, deal with it). But then RED found it and started to repurpose it for their own needs (i.e. steal the info and transmit it to their own databanks) before the BLU team was sent in to take the place back.

The map can best be compared to Dustbowl. To be honest it might be a bit too similar, but that's what later releases and playtesting are for.

Known possible issues:
  • Not enough ammo/health pickups?
  • A few of the areas seem too big
  • A few areas have large square corners that could probably do better if they were cropped
  • Probably forgot to put some lights in some places
  • 3A is a bit bland
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
Screenshot two: you need more ways onto the point.

The rest: it looks like you made yourself some walls and filled in the space. Instead, make some things, and wall around that.
 

Toomai

L3: Member
Apr 14, 2011
129
144
Screenshot two: you need more ways onto the point.
There is; I guess I didn't make any screens of it before. You can take the left path to go inside the building and go up to the roof.
W4X5H.jpg

The rest: it looks like you made yourself some walls and filled in the space. Instead, make some things, and wall around that.
That makes sense; as a new mapper my first instinct was to make something that could be tested incrementally, which meant having something compilable at every step.

If I wanted to try and fix this, should I delete all the walls, shift around the elements, and then put walls in?
Also in Screenshot 2, that point is waaay up there, pyro's will have a blast (pun intended) knocking people off the point.
Would moving the point to the center of the roof instead of the corner help that? Fences are another possibility but I don't want to stop explosive jumpers from getting on.

Or maybe I can cut the building from 2 stories to 1.
Looks like Snipers will have a fairly large advantage in the last point.
I was actually planning to put the radio tower in the middle of the open space to break it up a bit, but that fell apart when I discovered it has no collision model.

Also, I realized I don't have a screenshot of point 1B, so here's one:
KAWlJ.jpg
 

Toomai

L3: Member
Apr 14, 2011
129
144
Alpha 2 bump. Basically got rid of all the walls and floors, made the spaces between things smaller, and put some walls and floors back in. As well as a bunch of other stuff.
 

Toomai

L3: Member
Apr 14, 2011
129
144
Trying some texturing, would like to know if I'm doing anything too stupid:
6rY3R.jpg
 

Toomai

L3: Member
Apr 14, 2011
129
144
Alpha 3 bump. Dev textures are gone, all the ground is displacement. (Haven't actually displaced it yet though.) Probably messed something up with packing the custom posters.
 

Toomai

L3: Member
Apr 14, 2011
129
144
Alpha 4 bump. Hopefully this copy-and-paste-into-a-new-file procedure will solve any "map differs from server's" issues.