outlook

rawrl337

L2: Junior Member
May 19, 2009
51
0
hey everyone. i kinda nub to the whole map making thing but i almost have a working full on beta model (some errors like respawn room and CP's are still in progress). i wanted to put this thread here rather in sdk sub part to get the tf2 community views on it. sorry im not able to get those "pro" looking camera ss.

please consider these points before flaming/commenting
*this is a mostly rough pl gameplay type beta
*of course this isnt valve quality with props (see above) [but hopefully valve quality gameplay]
*i know one ss has a trigger texture on a door, this has been fixed
*i know the train_watcher shows only 1 cp, this is being investigated to fix
*plz dont be like OMG this map sucks! WITHOUT a explanation [plz be constructive]

screenies
http://img259.imageshack.us/gal.php?g=ploutlook0038.jpg

run-thru
[ame="http://www.youtube.com/watch?v=4QJop4MCzeg"]YouTube - pl_outlook run thru[/ame]


also if any experienced mappers would like to help making it more "pro" looking with props/etc feel free to contact with me if you wanna help with that/beta problems (will include in map credits)

thank you for all ur constructive feed back

i can be reached here http://steamcommunity.com/id/e2n-roor
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Would help with some screenshots but vid looks good
 

Bslashingu

L2: Junior Member
Jan 29, 2009
53
11
Needs some lights. Fullbright is no good.
 

FlavorRage

L4: Comfortable Member
Oct 12, 2008
197
57
Get rid of fullbright. NOW. The layout seems like it could play decently, but there's no real sense of continuity; the texturing seems pretty slapdash and random.
 

JSTProductions

L1: Registered
Oct 15, 2009
31
10
I kinda like the theme but you need to work on the design (more models,better textures,displacements),place lights at good places and make a 3D skybox.

Everything can be found in the tutorials section.

BTW: Is it your first map ???
 

rawrl337

L2: Junior Member
May 19, 2009
51
0
thanks for all ur feedback guys. yea the whole lighting and props is wut im currently working on now along with a few other bugs. (blu spawn and train_watcher)

if theres any other guides besides the valve developer tutorials plz link them becuase YES this is my first map and its been about 2 months to get it this far :)
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
It's alright for a first map... but get rid of that fullbright, and of course get some textures flowing to give it a theme. Pretty solid level design, but a tad Sniper friendly in a few places.

Have a read of this, it's a real help:
[ame="http://forums.tf2maps.net/showthread.php?t=10073"][Info] The Ten Commandments of TF2 Level Design. - TF2Maps.net[/ame]
 
Aug 10, 2009
1,240
399
1) Maps start in alpha. If you release before alpha its pre-alpha. You should try to always release your map to alpha because the entire point of alpha is to be playtested to perfection.

2) I think there needs to be a map development sticky.
 

rawrl337

L2: Junior Member
May 19, 2009
51
0
im getting mad that i cant figure out the train_watcher and blu spawn room. ive rebuilt the CP's and checked everything with the developer wiki but still no luck. that and the blu spawn room. ive followed everything but i cant get the blu spawn players to spawn. they spawn in the red base. i have the func_spawn room and entities set to blu but its like the map doesn't recognize it :/

http://www.mediafire.com/?gdhnkllndgy
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
That sniper tower at 0:26 is definitely too sniper friendly, go up there, pop up and down the stairs, pop heads. Also, put some signage up too, you're pretty lucky with it being PL as they generally have a natural flow anyways but some spawn signs and the like couldn't hurt.
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
in my opinion, you completely overused wood textures. either that, or the fullbright just makes the wood textures stand out a ton, so a video without fullbright would be nice. also, proper english is good too

i also think there are too many doors, and some just don't fit with their surroundings (the doors at 2:04-2:06). finally, i'm not sure that those are all tf2 textures, and non-tf2 textures in a tf2 map is not good.

i might not be right about all of this, as I am not a extremely good mapper myself, so if anything i said is wrong, please correct me
 

Freyja

aa
Jul 31, 2009
2,994
5,813
The problem that you can't see most of your CPs might be a n unlinked path_track. Check over them all.

As for the spawn points, check that they're hovering above the group by about 8/16 units.
 

rawrl337

L2: Junior Member
May 19, 2009
51
0
ok quick status update

fixed: train_watcher, the full bright, updated some scenery, a bunch of leaks [most time consuming]
unfixed: blu spawn, textures/props [scenery] english/grammar :p (didnt know the grammar police patrols so heavily here :p)
new problems/updates: lighting and skyboxes

also: if you could help me spot out the non-tf2 textures. i know using hl2 themes is stupid although there is one small pole that isnt tf2 related. i will keep the "too many doors" into consideration. signs can/will be put in but as of now isnt the highest priority as that can be added in later to its full extent (ex. signs moving up like in badwater [linked in with triggers, i presume])

as of now just trying to get the map playable for gameplay tweaks. thank you all for looking into and helping me out!

*quick edit* will update video/screenies once major issues are dealt with
 
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rawrl337

L2: Junior Member
May 19, 2009
51
0
pl_outlook_a1

ALRIGHT! i got my map in the end of pre-alpha. play tested it with my brother last night and only a few tweaks need to be done (texture, skin model, few track adjustments, so basically just a night or two of basic testing) to get it into alpha! i have a few screenies laying around to show whats been updated and how the map now looks!

basic layout - http://www.mediafire.com/imageview.php?quickkey=y35jy0nznhz

UPDATED (lighting/skybox DONE!)
final cap - http://www.mediafire.com/imageview.php?quickkey=mzi0dlrb1gy
blu cart area - http://www.mediafire.com/imageview.php?quickkey=dx10azzgzm2
final 2 cp's (not fully up to date but close enough - http://www.mediafire.com/myfiles.php#

will have more screenies later on.

feedback is always welcomed.

2 questions:
what is the recommended scale for wiring for telephone lines in the skybox

on the texture painting for blending two textures i get this - http://www.mediafire.com/imageview.php?quickkey=dzetinyjkmm with full compile on everything.