help me with balance and layout

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
First of all I would like to apologize that I put this in tutorials I have deleted that post and if an admin could lock it or delete the thread that would be great.

Hello, I have a pre alpha map and I was wondering if the community could maybe help me with the layout for the third control point, just where you think the path should go ect. If you would like to help me with this project just pm me. However as this is my first map I would like to do this primarily on my own so just quick helps with small things.

[ame=http://www.zshare.net/download/70933784e41847dd/]cp_somthing_or_other.bsp - 1.97MB[/ame]

Cube maps and lights have been added just for you however the lighting sucks.
Thanks
 

keithgarry

L2: Junior Member
Apr 16, 2009
59
8
Hey man. Welcome to Tf2Maps.
Ready for the onslaught? Good! :D

barrel.jpg

First your walls are too thin. My character model goes through it.

badnewsbares.jpg

Your mapping skills are rather sloppy. Things like this are not acceptable. If its because of a rotated brush try setting rotate 15 degrees in the options menu.

classchangefail.jpg

The least you could have done was put a working spawnroom for those helping you with gameplay, but alas you did not. And a scout had to pay the ultimate price because of it.

screemofagony.jpg

This made me giggle. I'm still giggling. Also, there was no real way to tell if that was a door inside the 'spawn room'. I was just bumping walls until one opened.

lightweird.jpg

Where is this light even coming from? How is it even getting through the wall? Make sure your brushes are sealed man. Can't stress that enough.

woops.jpg

This could just be the TF2 style. If it isn't then shame shame shame on you.

nodraw.jpg

The sniper is still alive. Confused, but alive.
If the players aren't supposed to see it, nodraw it. Nodraw textures are not rendered by the engine, meaning more computer resources for the stuff people can see!

sighq.jpg

Now that I've picked you apart I can get to gameplay. This area is too wide with no cover. Snipers will own. Pyros, soldiers, engineers, hell, everyone is gonna be sad, even other snipers.


In closing, not all was bad. Most was though. I did like the underground point. Could make for some interesting gameplay I suppose. You mapping skills are rather sloppy, I really suggest you learn how to seal those bastards using vertex manipulation... or just close them properly.

Don't let this review get you down. Just keep at it man.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
First of all thank you so much for being the first to respond to my request.
You made me lol altot anyway in response....

1st shot
I actually was looking at a tutorial and am working on getting the first screen shot fixed that wall as of now is 13 units wide now i just need to know if that is large enough.
2nd shot
Thanks you very much for pointing out I think I have fixed it now and will compile soon.
3rd shot
oooo jeez I know how to put in a respawn room its just that I have yet to add a final one witch will be further away from the fight and will be a little like the blue team final spawn on gold rush, I am so sorry I forgot to add the respawn room when I released it to tf2maps. :facepalm:
4th shot
:O lololol will be fixed in alpha 1 don't worry
5th shot
I have gone back into hammer to make sure it is sealed and indeed it is maybe just a brush error if it is ill just remake the brush.
6th shot
O i know i have no idea what is causing this, the brush is absolutely fine in hammer, i have remade that brush and will see if that helps.
7th shot
yes I have to no draw that stuff and a lot of other things I am just not sure where the player should go... maybe in a1 I will add a sky box that shows the mountain going onwards down, however today have put a func_hurt (horray) and will deal with this problem before it is released for real.

Anyway I will not let this get me down and will add cover once ready to game test, thank you for pointing out flaws I did not notice and did not know about.


Thank you very much maybe i will start some sort of a blog on my first map development cycle.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
any kind of help is fine I did indeed request layout advise though
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
I think I have finally decided, been thinking about it for something like a week 0_O
http://dl.dropbox.com/u/3765894/3d and red.png

low goes to the basement the tunnel will lead out by the corner seen in screen 5 expect hidden behind one of the walls.

upper will lead to the corner of the top spawn there will be a retaining wall and then paths that go around the top most part of the point, (will be clearer once I have done it in hammer)

The question mark symbolizes the third cap point, I am thinking about a sort of wider underground cap but just maybe, i would be worried about mega balance issues. anyway if you want to tell me what you think or suggest something different.

Thanks
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
The best way to get ideas about balance is to have your map played with people, offering real time advice and suggestions. Try submitting you map for the Gameday. But to be honest, this is your first map, it's basically a couple of platforms and it's not going to be taken too seriously, I would just advise you to scrap it, because instead of hacking away at this "my first map" until it becomes something respectable you could just apply everything you've learned on a fresh start. Map making is definitely a learning process and you may end up making several "maps" until you're truly ready to make your first, playable game map with everything from displacements to Entity Logic. Good Luck.
 

keithgarry

L2: Junior Member
Apr 16, 2009
59
8
The best way to get ideas about balance is to have your map played with people, offering real time advice and suggestions. Try submitting you map for the Gameday. But to be honest, this is your first map, it's basically a couple of platforms and it's not going to be taken too seriously, I would just advise you to scrap it, because instead of hacking away at this "my first map" until it becomes something respectable you could just apply everything you've learned on a fresh start. Map making is definitely a learning process and you may end up making several "maps" until you're truly ready to make your first, playable game map with everything from displacements to Entity Logic. Good Luck.
Quoted for truth.
I'm still working on my first playable map. When playtesting with Spud he said he references valve maps a lot. I'll probably do that waayy more.