My first layout

KotH My first layout A1b

Dr. Scaphandre

L1: Registered
Jun 13, 2015
47
9
It looks like a decent start to a map, especially for a new mapper! At the moment my concern is that it looks super flat - adding different height levels so classes like soldiers and demomen that use height can have advantages would be good.

Yeah I was suggested to make a second floor, and I'm planning on doing so in the next build.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Looks like your download is broken due to the site getting messed up a few days ago. Click "Post Download Update" in the Overview tab; and reupload the same file and change the version string on the site with "A1 Reupload".
 

Dr. Scaphandre

L1: Registered
Jun 13, 2015
47
9
Looks like your download is broken due to the site getting messed up a few days ago. Click "Post Download Update" in the Overview tab; and reupload the same file and change the version string on the site with "A1 Reupload".

Is it working now?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Did you add any lighting to the map? From the tiny thumbnail you've put in it looks like you haven't and the game's running in Fullbright mode. Add a light_environment (only applicable if you have a skybox material which I don't think you do) and some basic light entities to add light to your map. Fullbright maps will break the server, so we won't test them.
 

Dr. Scaphandre

L1: Registered
Jun 13, 2015
47
9
Did you add any lighting to the map? From the tiny thumbnail you've put in it looks like you haven't and the game's running in Fullbright mode. Add a light_environment (only applicable if you have a skybox material which I don't think you do) and some basic light entities to add light to your map. Fullbright maps will break the server, so we won't test them.

Before I added any lighting I wanted to make sure I had the layout done first. After some testing I now know that I need to add some more routes first, then I will add lighting. However, I don't know if I should update it yet due to the jam.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Before I added any lighting I wanted to make sure I had the layout done first. After some testing I now know that I need to add some more routes first, then I will add lighting. However, I don't know if I should update it yet due to the jam.
I'm not talking about full detailed lighting. Basic lighting will do, as long as there's light and the map isn't stuck in fullbright mode. The latter will break the server, so we won't test your map on the gameplay of it.

Basically, it comes down to this. Highlight important areas (doorways, paths, objectives), make sure rooms are lit properly so you can instantly see what your enemy's playing as. Even if it's not finished and you're doing your own internal testing, get some light entities in the map. That way you can test for both layout and player visibility (and also if a route is properly and instantly visible).

This is my map currently in development. From this image, you can instantly see where the routes are, as they are brightly lit. This makes sure players know where to go without much hassle, and won't get lost or don't use a route at all because they don't see it.
 

Dr. Scaphandre

L1: Registered
Jun 13, 2015
47
9
I'm not talking about full detailed lighting. Basic lighting will do, as long as there's light and the map isn't stuck in fullbright mode. The latter will break the server, so we won't test your map on the gameplay of it.

Basically, it comes down to this. Highlight important areas (doorways, paths, objectives), make sure rooms are lit properly so you can instantly see what your enemy's playing as. Even if it's not finished and you're doing your own internal testing, get some light entities in the map. That way you can test for both layout and player visibility (and also if a route is properly and instantly visible).

This is my map currently in development. From this image, you can instantly see where the routes are, as they are brightly lit. This makes sure players know where to go without much hassle, and won't get lost or don't use a route at all because they don't see it.

Alright, if it's okay for me to update, then I will work on adding lighting.
 

Osspial

L2: Junior Member
Jul 21, 2015
66
75
Alright, if it's okay for me to update, then I will work on adding lighting.

Feel free to update your map at any time you'd like. However, for an update that doesn't really change layout or add significant amounts of detail (like adding lighting), I'd recommend pushing it to A1a or A1b instead of a full, A2 version increment.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Alright, if it's okay for me to update, then I will work on adding lighting.
You should PM LeSwordfish on that. If we go by the rules then you're not allowed to update your map until after the exhibition game showcasing all of the work (which will be held after the staff is done fixing the recent server breakdowns), but since you technically have a borked map with no lights whatsoever, I think it's fine if you update it with just lights and not change the layout, but I'm not the one who has a final say on that. LeSwordfish, however, does. Ask him.
 

ades

L4: Comfortable Member
Jun 27, 2014
165
58
it seems a little hard to tell which side is red/blue since all you have is just the spawns team coloured and the rest neutral
 

Dr. Scaphandre

L1: Registered
Jun 13, 2015
47
9
Alright. Basic lighting has been added and both team sides now have proper textures. That should be it. Anything gameplay wise I can't tweak until after the TF2Jam showcase. Let me know if there's any other map breaking problems.