underpass

Monster Killer

L1: Registered
Nov 24, 2009
49
5
CP_Underpass

This is my new map cp_underpass.

It contains 1 level and 3 control points, the aim is for the blu team to capture all 3 points (A, B and C) before the time runs out. The name 'Underpass' comes from what i plan to do. The second control point will be located in an under ground room which the blu team will have to go through to get to the 3rd point. In this map i am trying to give all classes an equal chance. E.G. adding sniper points, places for engineers to set up, places for people to hide etc.

This is my first Team Fortress 2 map.
Please post comments and suggestions but be nice.

Also, The lighting effects my looks weird/bitty in the photo's as i only do the fast compile.

- Displacements are going on soon
- Props and coverage are going on soon
- New screen shots added! (08/01/2010)

Any other tips or suggestions would be appreciated :)
 
Last edited:

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Looks really nice for a first map, only your large, flat ground is a bit boring, try using displacements, adding obstacles and generally making the areas a bit smaller.

Also, maps start with a1 as a version if they havent been tested ;)
 

Monster Killer

L1: Registered
Nov 24, 2009
49
5
Looks really nice for a first map, only your large, flat ground is a bit boring, try using displacements, adding obstacles and generally making the areas a bit smaller.

Also, maps start with a1 as a version if they havent been tested ;)

Ok, thanks and displacements are going on soon anyway. I needed to finish some things before that happens. Thank's for the advice though :)
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Looks like you've gone pretty far with the details, and it looks rather nice. But you shouldn't worry too much about making it look good yet, just develop the gameplay for now and detail later.
 

Monster Killer

L1: Registered
Nov 24, 2009
49
5
Looks like you've gone pretty far with the details, and it looks rather nice. But you shouldn't worry too much about making it look good yet, just develop the gameplay for now and detail later.

Thank's.

I usually do it section by section adding the main details to get it looking right then polish it off at the end but I will take that advice on bored :)
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
it looks really nice judging from the screenshots. i would advise turning the quality up a little before you take screenshots though, because those are pretty ugly looking screenshots (i mean the actual screenshots look ugly, not the map). i would advise following at least part of this guide, because even though it isn't necessary to have perfect quality on informal-ish screenshots like those, it would look a lot better if the quality was turned up a bit

anyway, good-looking map. can't wait to see how it plays!
 

Monster Killer

L1: Registered
Nov 24, 2009
49
5
it looks really nice judging from the screenshots. i would advise turning the quality up a little before you take screenshots though, because those are pretty ugly looking screenshots (i mean the actual screenshots look ugly, not the map). i would advise following at least part of this guide, because even though it isn't necessary to have perfect quality on informal-ish screenshots like those, it would look a lot better if the quality was turned up a bit

anyway, good-looking map. can't wait to see how it plays!

Ok thanks. I used fraps so that's why they are not so good, so i will try doing that then :)
 
Last edited:

Monster Killer

L1: Registered
Nov 24, 2009
49
5
I have updated the screen shots. Some feedback from what you can see in them would be nice. i have not done much since because i have been busy with coding a website so i have not got much done. Also, i built the underpass bit but i found i got feedback from a few saying it needed to be redesigned so i will do that.