ARENA Rock Bottom (WIP)

slightlygrn

L1: Registered
Jul 14, 2015
3
1
Rock Bottom

After a long and hard battle for Teufort, the Mann brothers have located that a small amount of diamonds can be found in a small area of the desert. Unfortunately, they both start digging for it at the same time. After both setting up small bases, the Mercenarys are unleashed to claim the land for their side. Without realising, they've both dug tunnels through to the other side, underneath the bases!
Dare you go through the tight corridors? Get to the other side for a good flanking maneuver, but if you get caught in there, it could be game over!
Be careful! They've dug underneath the Teufort rail service, so trains can and will appear, so I'd stay off those tracks!
 
Last edited:

Uncuepa

aa
Oct 25, 2014
793
1,159
Welcome to TF2Maps.net! Be sure to introduce yourself over here: http://forums.tf2maps.net/forumdisplay.php?f=10

It's fantastic to see your interest in mapping, it's a long and gratuitous road. Remember to keep trying new things and don't give up!

A few things about your map, lighting. All maps need lights to avoid the ugly fullbright effect. These come in different styles, so you should test different light entities on a test map and maybe watch a tutorial.

Next, scale can be an issue. It takes a lot of playtesting and lot of experimenting to get the scale of your maps right but some quick tips are: 16 units is a good thickness for basic walls. 32 units is a good simple jump height. 64 is the maximum "crouch jump" height. 128-256 is a good ledge height. The average gameplay area is around 1024 units wide and tall although this is isn't at all a guideline to stick to, just a good place to start for mids when learning.

Lastly, displacements. Displacements are magic, but learning how to master them is tough. A rushed displacement is easily spotted and a good displacement will only be appreciated by those that also map. It's like how George Lucas said. If they don't notice a special effect, you did it right. Using the smooth tool and fiddling with the diameter of the brush allows you to manipulate displacements like clay, so slow down, take your time, and have fun.

Enjoy mapping! Cherish it and get involved with the community. Join the steam chat and say hi, get involved in a gameday and in general always strive to improve. Good luck!
 

Bunbun

aa
May 18, 2014
401
782
Also, widen up that path in pic no.5, and add some props to get rid of the sightline.
 

slightlygrn

L1: Registered
Jul 14, 2015
3
1
A few things about your map, lighting. All maps need lights to avoid the ugly fullbright effect. These come in different styles, so you should test different light entities on a test map and maybe watch a tutorial.

Lastly, displacements. Displacements are magic, but learning how to master them is tough. A rushed displacement is easily spotted and a good displacement will only be appreciated by those that also map. It's like how George Lucas said. If they don't notice a special effect, you did it right. Using the smooth tool and fiddling with the diameter of the brush allows you to manipulate displacements like clay, so slow down, take your time, and have fun.

I will try to add some lighting, aswell as removing sightlines to those areas. The Displacement was slightly rushed, but I am going to go over them with the smooth tool when I come back from holiday next week. What I am presently trying to do is make sure it all is running smoothly, which it is, but I'm adding more to it soon, and then come back to detailing.
 

Uncuepa

aa
Oct 25, 2014
793
1,159
I will try to add some lighting, aswell as removing sightlines to those areas. The Displacement was slightly rushed, but I am going to go over them with the smooth tool when I come back from holiday next week. What I am presently trying to do is make sure it all is running smoothly, which it is, but I'm adding more to it soon, and then come back to detailing.

A few more things. Don't put wip in the thread title. All maps here are wip, kinda the whole point. And generally develpment of maps goes alpha with little detailing and making sure it plays well. Beta for a few gameplay changes, optomization and detailing, and release candidate for polishing it all off.