[wip] Ctf_spit

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
This is a partial remake of QWTF map spit by Phon. I just took the basic design and changed it around.

This is my first map ever and still quite far from completion so be gentle.

Main area room with 2 spawns. The 2nd level is made of small metal walkways.

spit1.jpg

spit2.jpg

spit3.jpg


Ramp upto intel room with 1 vent on 2nd level to intel room

spit4.jpg


Sewer surface room

spit7.jpg


Intel room with deadly goo in the middle. Vent splits off into 2 routes into here. metal walkways (early WIP, still need to work on aesthetics.)

spit5.jpg


Basically 2 forts, bridge in the middle, sewer goes to each base.

Front of base (Early WIP, still need to work on aesthetics)

spit6.jpg


comments / suggestions are welcome. I probably watched 50 youtube tutorials to make what I have so far and its taken a long time.

(also if anyone knows what the error means and how to fix it in the last picture that would help a lot)
 
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Vilepickle

Banned
Oct 25, 2007
372
199
Take your time. It looks decent so far, but the longer you spend polishing it, the better.

You may want to take some influence from the Q3F Spit as well, though screenshots are nowhere online. I can get some if you want.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
The geometry of the fort is finished, I need to work on the aesthetics and lighting. Although I am having a little difficulty deciding what to do with the outside of the fort
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
For a first map is great, continue learning, you will make great maps.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I am having trouble with the aesthetics of the flag room. If anyone has some ideas then I am all ears.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
the walkways in the flag room could use some more work - at the moment that single texture makes them look kinda strange - i'd suggest adding some solid looking trim to each horizontal edge maybe 8 or 16 units thick to help with it visually - the flag room itself you could actually make the entire ramps solid beneath to pad the room out make the flag area a solid structure and then add detail to that, or simply add struts / beams to the walkways to make it look more realistic, and possibly add a thin trim on the main walls to help break up the concrete, i dont know the original map though and whether it has to retain some theme.

as for the props be careful where you place things that are sticking out that big fan on the right is normally placed inside the walls on valve maps, if its a single sided wall that you can see it from, a toolsblack texture behind it gives the player the illusion of depth, that way its neat and tidy - still looks good but dosent interefere with the player in any way.

check out my paint skills :D
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I understand most of your leet paint skills but I am unsure what the ceiling squiggles are supposed to represent. :)

Thanks for the tips though, inspired me to get back to working on it.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
hehe, , was supposed to be just adding some triangle shaped concrete to fill the roof, really any detail that you add that breaks the room up and stops it looking like a square will help. the biggest mistake i made in my first map was wanting to rush to the texturing / props, if you can make the room look interesting before adding textures and props then you are onto a good thing :)
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
So this is what I did so far;

cap1.jpg


cap2.jpg


It is hard to tell from the pictures but the first level is rooms if you look carefully.

Of course still a WIP but its getting there.
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
One statement

GET RID OF THAT GROUND!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

p.s flag room looks pretty nice, also, look above
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
the ground is a pool of acid. So if you can recommend something better, then go ahead :)
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
the ground is a pool of acid. So if you can recommend something better, then go ahead :)

Right now it looks sorta like a really crappy carpet that someone threw up on all over the place. Compared to the general awesomeness of the rest of your map, it looks a little out of place :)

Maybe just find a better texture, or scale it up a bit more? That or use really dark water.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
+1 to make it water
 

World Of Frisbee Crisis

L2: Junior Member
Mar 31, 2008
60
8
What you could do to make it still harmful, but still look good, is replace the acid with water, make a trigger_hurt that takes up the same area as the water, and set it to a good amount of damage per second, maybe 10 or 15.

That way it would still be effective but more appealing to the eye.

Or, if you wanted the acid to be instant death, you could just set the dps to a ridiculous amount, like 5000 or whatever you want.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
has anyone played Well_Classic? He has green water in that map. How did he do that? I think that would look much cooler.

It is going to be harmful, not just water. I think after the first time people fall into it they will learn their lesson. That is why I want it to be more distinctive than water. The original map had lava in the middle :p
 
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R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Why add water in the first place? It doesnt seem like it would have water
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
i was asked for some more ideas for the front of the base so here they are :D

mspaint incoming!

basically the white areas are anywhere i thought might use details to help break up the blocks, the red trim is just an example where a different texture could be used to help break up the concrete.
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
Seeing all these mspaint explanatory drawings on the forums makes me want to see a map designed to look as if the map itself was made in mspaint :)