snowcrater

Kronack

L2: Junior Member
Oct 26, 2009
74
4
Greetings everyone! This is my first real map, inspiration from the "snow mountain" map I post a while ago.

Snowcrater is a CTF map set in a large crater, whereas each teams' base is set opposite each other on the inside of said crater rim.

And that's pretty much it, tried to do the normal stuff. (aka make it so 2 engineers can't lockdown the intel room and so snipers can't dominate the middle, etc etc). Some parts are bare right now, like most of the pre-intel room. But the basic structure for playability is there.

3 entrances to the pre-intel room, and 4 exits. And where the intel itself is held is very windy, so watch your footing. Also you don't have to take the intel past the enemy spawns to escape.

And if someone tries to decompile and look at the map, just gonna warn ya, it's a mess. Like I said this was my first, so pretty much just jumped into it, heh. Despite the look, all leaks are fixed, though.

So bring on the criticism! Really wanting to know how to make this better.
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Well that looks structurally stable.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Cliff

Well that looks structurally stable.

Heh, sarcasm.

That cliff with all the snow MUST be fixed. Use the vertex tool to link it to the other brush. As for the cliff texture, you might want to adjust it's scale so we don't see the pattern. Besides that, it's looking alright.
 

Kronack

L2: Junior Member
Oct 26, 2009
74
4
Heh, sarcasm.

That cliff with all the snow MUST be fixed. Use the vertex tool to link it to the other brush. As for the cliff texture, you might want to adjust it's scale so we don't see the pattern. Besides that, it's looking alright.

The cliff holding the intel you mean? And link it with the vertex tool how? (Sorry like I said, my first real map, so haven't done anything complex yet.) Also, what did I do wrong with it, so I know what to avoid in the future?
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
For one it's hanging over the end of the world. Usually there's ground beneath things. Secondly, it would snap off at the first gale wind.
 

Kronack

L2: Junior Member
Oct 26, 2009
74
4
For one it's hanging over the end of the world. Usually there's ground beneath things. Secondly, it would snap off at the first gale wind.

Ah, thought you meant it was glitched in some way, yeah I can fix that, probably make it to look like the cliffs near the bridges.

The whole map itself needs "prettying up" though, heh.

Was also wondering how I would go about finding a server to put this map on, for testing and such?
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
It looks interesting, to say the least.

That bridge in the middle looks like it really gives no mercy, one fall and you're off, and I don't think that's a very good thing. A pyro airblasting or soldier juggling could easily dominate that middle part.

Maybe try adding a few sideways around for spies and offensive engineers?

I haven't run around it but I'll definitely keep an eye on this map :)
 

Kronack

L2: Junior Member
Oct 26, 2009
74
4
It looks interesting, to say the least.

That bridge in the middle looks like it really gives no mercy, one fall and you're off, and I don't think that's a very good thing. A pyro airblasting or soldier juggling could easily dominate that middle part.

Maybe try adding a few sideways around for spies and offensive engineers?

I haven't run around it but I'll definitely keep an eye on this map :)

I've been thinking of adding a side way across the middle for some time, but just trying to think of a way that would fit well. Maybe a bit of wood/metal scaffolding lining the rim?

Also, yes the snow looks very flat around the bridge area, for the most part just messed with displacements in the caves inside. Will be making the snow look more like snow soon, though.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
From what i can tell just by looking at the pics, the map could use some serious texturing. For one (and this has been said), increase the texture size of the cliff walls. Two, On the outside where the intel is, match the top and bottom cliff textures (shift-a, click one face, right click other). Three, I suggest rotating the textures on the sides of the wooden pathways in the first pic. I'll give the map a run-through and spam some more criticisms :p