2way

Flying Chicken

L69: Deviant Member
Nov 26, 2009
69
2
Yes, I know the lights are sloppy--just getting that out of the way.

Other than that, I don't know of many glitches, except maybe that the CP seems to be flying.

Any glitches posted here will be fixed up, suggestions to improve are taken as well blah blah blah blah.

Please don't forget this is my first map, EVER, and my friends thought it was fun for scouts, heavies, soldiers and pyros.

Demomen might have fun too :l

Forgot about something: There's a glitch at the start where the map appears fully black, it looks like you froze. I promise you didn't, just wait for the timer to go down and you'll join in. Don't know how to fix it, would like to know how though.
 
Last edited:

Exist

L6: Sharp Member
Oct 31, 2009
306
136
you know there is a screenshot key ingame right? I belive it's F5.

The map looks very sloppy, but it's your first, so you are forgiven.
 

Flying Chicken

L69: Deviant Member
Nov 26, 2009
69
2
you know there is a screenshot key ingame right? I belive it's F5.

The map looks very sloppy, but it's your first, so you are forgiven.

It's sloppy considering 2 things:

It's my first

and I made this in about a day.

and a 3rd thing. Pie. I like it.

Hurr, Edit already: There's a screenshot key!??!? News to me.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Please use normal font. What you're currently using is distracting and a bit harsh on the eyes.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
As a rule of thumb, don't use the "my friends like it" statement, unless they're decently experienced mappers, or content developers.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
To me this seems more like you just wanted to test out hammer rather then design a map. Not that there's anything wrong with that, but it's sort-of pointless to post something like that here.

As for the Capture Point: make sure you snap everything to your grid, that way your brushes and props and whatnot can be properly aligned. You can also use the 3D view to check and make sure things are set the way you want them, so you avoid silly mistakes like with your CP.

TF2's strong point is it's design, and it's something that needs to be somewhat thought out before you jump in hammer. Many mappers have different methods of coming up with this (some create a simple idea then build around that, others completely sketch out everything then build following their paper designs). Right now, your map has very little to offer in it's layout. Try spending some time outside of hammer in figuring out what you want to make, where you want to have it take place, and how you want it to play out.

Seeing that this is your first, I'd suggest you think about scrapping it and starting anew. That way, you can take what you've learned and build off of that on a clean plate. Nobody's first map is good, and it takes time to fully learn how to use hammer and the tools available to your advantage.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Generally you'll figure out so much in creating your first map that inevitably your next will be better, and subsequent releases will follow this improving pattern. There's no real need to release your first map to the public for feedback as you can see for yourself what needs to be done. As you have pointed out, you need to neaten your light placement, lower the CP plate.

Additionally your map is very wide and open. Number 1 advice for you is:

Do not run around your map as scout, it gives you a warped sense of space and distance.

Use a soldier or pyro. It doesn't get you around your map as quick but that's the point. Not everyone plays scout.

Once you feel you can no longer improve upon the basic aesthetics like lighting and alligned 'gameplay' props such as gates or cp plates, then is a sensible time to release your alpha.

Still, first maps are usually about experimentation and getting to grips with the software. It's best to keep them to yourself and produce a couple maps to piss about on before doing something serious. After all, it's a fair time commitment to produce a proper working+pretty map.
 

Flying Chicken

L69: Deviant Member
Nov 26, 2009
69
2
Generally you'll figure out so much in creating your first map that inevitably your next will be better, and subsequent releases will follow this improving pattern. There's no real need to release your first map to the public for feedback as you can see for yourself what needs to be done. As you have pointed out, you need to neaten your light placement, lower the CP plate.

Additionally your map is very wide and open. Number 1 advice for you is:

Do not run around your map as scout, it gives you a warped sense of space and distance.

Use a soldier or pyro. It doesn't get you around your map as quick but that's the point. Not everyone plays scout.

Once you feel you can no longer improve upon the basic aesthetics like lighting and alligned 'gameplay' props such as gates or cp plates, then is a sensible time to release your alpha.

Still, first maps are usually about experimentation and getting to grips with the software. It's best to keep them to yourself and produce a couple maps to piss about on before doing something serious. After all, it's a fair time commitment to produce a proper working+pretty map.


I should've used soldier, I do realize that now :3

Wish I knew how to delete this, not sure I can.

and the flying CP wasn't realized until I threw it up here :l