this map sucks (ctf_sandland(Made by me))

nobody

L1: Registered
Mar 2, 2017
22
1
this is my first map wich sucks but I decided to just put it on tf2 maps anyways, just to see what you think about it
btw the screenshots suck to (I am new to this).
 

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Etasus

L420: High Member
Jul 24, 2016
463
251
First problem: It's fullbright... this can break servers, and is generally frowned upon... It also looks like it falls into RCRS (room-corridor-room syndrome), and also seems way too textured for an alpha map. I recommend checking out some guides on game theory, lighting theory, and just mapping theory... Don't overtexture alpha maps... it's just not the best Idea in the long run...
 

nobody

L1: Registered
Mar 2, 2017
22
1
btw one of my friends and I are going to play the map. do you think I should fix the fullbright as fast as possible?
and I might buy the book "an architectural approach to level design"
thanks for your feedback!:engieyay::intelred::)
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
and also seems way too textured for an alpha map
Don't overtexture alpha maps... it's just not the best Idea in the long run...
I disagree. I see this "advice" parroted a lot, especially by newer mappers, and it's an unnecessary restriction to put on yourself. Dev textures, real textures, it doesn't matter - use what you want. What you shouldn't do is spend too much time on tiny details before your layout is finalized. If you're still moving things around, you don't want to put effort into details just to change or delete them later. Does that make sense?
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Actually, with rather serious maps, I agree with what I've seen @Yrr regularly say. Textures make people want to feedback less - one will rather advise the mapper to remove/change the thing that is untextured, even if the mapper is perfectly okay with removing the thing, and leave less harsh, radical if you will, feedback on what's textured.
 

nobody

L1: Registered
Mar 2, 2017
22
1
I have layed out all of my lights but suddenly it stops working
now when I compile it it just goes all dark.
it worked before, but the little tunnels were dark because I placed the lights wrong, but when I fixed that all the lights stopped working.
anyone know why that can happen?
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Are brushes completely black? If so that means that either a light is inside a world brush, or one of the world brushes overlap the world origin, 0, 0, 0 point.
 

nobody

L1: Registered
Mar 2, 2017
22
1
well the lights work now but it is worse than fullbright.
anyone know how I can get rid of the ugly light spot things on the walls?
Screenshot (42).png
 
Sep 28, 2016
109
61
You should use less light entities and extend the falloff distances for the ones that you keep. Also if you have HDR enabled, sometimes it can cause excessive bloom when not configured properly.
 

nobody

L1: Registered
Mar 2, 2017
22
1
do tf2 run with or without the HRD setting defult.
I mean my map lights are not that good if hdr is enabled but it works fine when it is turned off
what does defult tf2 use?
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Default TF2 is in HDR mode.

But so many people seem to run this game with performance configs which turns it off. So you unfortunately still need both.
 

nobody

L1: Registered
Mar 2, 2017
22
1
I dont have any server or anything like that, but can I test it with my friend if we are on the same internet if I just use the make server button in tf2? can I use it kind of like lan or when we are on the same internet?