WiP in WiP, post your screenshots!

Freyja

aa
Jul 31, 2009
2,995
5,814
I find it funny how no one noticed the floating fern that I just saw then :p

As for the noticability, I don't think it will be too much of a problem. It's not a commonly used route, it's more an option for spies and the like. I will keep it in mind, however.
 
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soylent robot

L420: High Member
May 26, 2009
499
394
kapow!
3B51BFBA342FAF7CA2B2FCF0EC3947CBEB5C70C2

C55EFD750CB55F31BB2B02CD170724955967BC9F

77116C783498519BEE0B6CE6F505DE77FB946238


argh fence shadows
 

tyler

aa
Sep 11, 2013
5,102
4,621
I find it funny how no one noticed the floating fern that I just saw then :p

As for the noticability, I don't think it will be too much of a problem. It's not a commonly used route, it's more an option for spies and the like. I will keep it in mind, however.

It's alright for maps to have a learning curve. I think you're fine. Maybe use a noticeably different wood texture, but definitely not a sign.

Also, I just noticed the bridge you have up high in that other screenshot. That's pretty nice.
 
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Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
It's alright for maps to have a learning curve. I think you're fine. Maybe use a noticeably different wood texture, but definitely not a sign.

And if it DOES turn out that people aren't noticing it, could add a small ammo pack to make it obvious that you're supposed to go there - would be handy for spies as well.
 

Duffking

L1: Registered
Jan 29, 2012
8
13
Hi all, I used to make Unreal Tournament 2004 maps back when I was younger and felt like dipping into TF2 mapping lately. Did a few sketches of a final point of a 5CP map, then loaded up Hammer last night and got to grips with the basics. Today I've basically fleshed out the final point, and was wondering what people thought of the layout?

Lot of images here, but I didn't want to create a new thread.

This is looking out from the lower defender's spawn. Orange barrier is there to cut sightlines a bit and give medics an extra place to hide from snipers if they're building uber.
1SpawnA.jpg


This is the other spawn on the upper level. It's linked to the other spawn by a corridor/ramp, so it's essentially 2 spawn rooms linked together. Realised I needed this entrance to avoid spawn killing. The wooden box is there to serve both teams - if an Engy puts a sentry up here, it's got a little cover, and people entering from the right wont get instantly mown down.
2SpawnB.jpg


This is from the opposite edge of the area, at the mid level entrances for attackers, circled in red are the two spawn exits.
3OppositeSpawns.jpg


This one is taken a few steps back so you can see what the mid level entrance looks like.
4MidEntrance.jpg


The next two shots show what you see if you walk right or left from there, respectively.
5MidRight.jpg

6MidLeft.jpg


This is the upper entrance, with the upper defender/losing side spawn on the left.
7UpperEntrance.jpg


And if we look out from the balcony. You can see the two lower entrances from here. The point is directly below: I'm thinking of moving back a bit into the tunnel so you can't drop down off this balcony, but I'm not sure yet.
8UpperView.jpg


These are the views from the two lower Entrances...
9LowerEntrance1.jpg

10LowerEntrance2.jpg


The aforementioned tunnel. The point is currently just outside the middle entrance.
11BehindPoint.jpg


A little sniper perch on the left side.
12SniperView.jpg


And finally, just to show the view if you rocket jump up on top of the mid level entrances.
13RocketJump.jpg


One of the main things I'm wondering is if I could use a little more cover, particularly on the floor and the curved walkway (maybe some pillars or stacks of creates people can jump onto), and whether or not to allow people to shoot through the windows or not - I reckon it could get a little too sniper friendly if I do.

Thanks everyone :D
 

soylent robot

L420: High Member
May 26, 2009
499
394
Hi all, I used to make Unreal Tournament 2004 maps back when I was younger and felt like dipping into TF2 mapping lately. Did a few sketches of a final point of a 5CP map, then loaded up Hammer last night and got to grips with the basics. Today I've basically fleshed out the final point, and was wondering what people thought of the layout?

it looks pretty good for a first attempt. you gain points for not attempting to shoehorn an Unreal map into TF2 as well!
 

Duffking

L1: Registered
Jan 29, 2012
8
13
it looks pretty good for a first attempt. you gain points for not attempting to shoehorn an Unreal map into TF2 as well!

Heh, is that a regular type of problem?

Whilst I'm here, is it possible to make the clip tool snap to edges/vertices instead of the grid? Trying to use arches to make a curved staircase by clipping off a bit more of the arch for each step, but the outer points never snap to a grid co-ordinate.

EDIT: Actually, never mind. Ungrouped the brushes of an arch and moved each bit seperately. Yay google. Although whenever I try to move a step up, the grid snaps it left/right a bit. Annoying.
 
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Jan 8, 2011
397
393
Heh, is that a regular type of problem?

Almost everyone: I'm new to mapping for TF2, so I'm porting in a map from Halo!
TF2maps.net: ಠ_ಠ

It happens all the time.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Suppose i might as well throw up some progress images. I've built up to CP2 but i'm kinda stuck at CP3 as i've had to change it from my layout i built on paper due to a poor translation in scale from paper to Hammer.

pl_grazr_dynamic_a20004.jpg

pl_grazr_dynamic_a20005.jpg

pl_grazr_dynamic_a20010.jpg

pl_grazr_dynamic_a20011.jpg

pl_grazr_dynamic_a20014.jpg