Rift

Hazel.H

L1: Registered
Oct 11, 2009
2
0
This is my first map for TF2. I decided to give TF2 mapping a try since it's one of my favourite games, and I felt like doing something different. If anyone here is active in the UT community, you might recognise some of my levels: http://www.hazelwhorley.com. KOTH seems like a welcome change from the usual DM / CTF, and I'm finding the cartoon style pretty fun to work with :D

The visuals in a1 are far from finished, still got loads to do on geometry, details and lighting. I'd appreciate any feedback on the layout so far. Gameplay-wise everything is functional (I think ;)). The map is based around an island surrounded by buildings and two ravines, with rope bridges connecting to the bases.
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Let me be the first to say this looks very pretty.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I had a general run through just now.
Let me be another one to say, very pretty. I can't see much problem with the layout, but I wasn't on a full server.

However, if you fall off into the "rifts", it doesnt kill you, and there's no way to get back up. Either would be ok.

Also, the area around the point seems very...empty. I'm assuming this because its only alpha, but it really needs something there.

And a last thing, a lot of your buildings are really dark, as well as the cave. Make sure to put lots of lights in.

Other than that, I love the map. Keep up the good work!

EDIT: Also, I forgot. I noticed that your stairs wern't clipped. Use the playerclip texture to make an invisble ramp over the stairs, it stops the "bouncing" of the screen when you walk up them.
 
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Tob

L1: Registered
Sep 11, 2009
7
0
o agree to aly. it looks very nice. im looking forward to the beta version.
 

Hazel.H

L1: Registered
Oct 11, 2009
2
0
I had a general run through just now.
Let me be another one to say, very pretty. I can't see much problem with the layout, but I wasn't on a full server.

However, if you fall off into the "rifts", it doesnt kill you, and there's no way to get back up. Either would be ok.

Also, the area around the point seems very...empty. I'm assuming this because its only alpha, but it really needs something there.
Thanks :) I want to put a river flowing through each of the canyons, hopefully with raging rapids and a few small waterfalls. I just didn't get around to placing something to kill the player there yet, it won't be within the playable area in any case.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
I can tell this might go quite far |:)
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Welcome to the TF2 mapping community!

(Great work in Unreal, btw :D)

Looks like you're off to an awesome start - your prior mapping experience is definitely showing itself here. Only thing that hasn't been said already that I'm noticing is that the space between the long, outer buildings and the inner buildings (in the first screenshot, the far left and far right buildings and the inner ring of structures, respectively) might be too tight (TF2's playstyle requires a good amount of lateral space, it's easy for things to feel 'cramped' - my mapping endeavors so far are shining examples of doing it wrong).

Can't wait to see more from you here! :D