Glug

Jan 20, 2010
1,317
902
GlugA7Promo.png


About the Map
A7 Edit: I realized with this new version I basically need to rewrite this.

Currently, the outside is quite compact (some might say too much so, but this is intended for competitive play and that is one of the requirements.) The blue side is gorge/hydro theme, the red side is sawmill themed. The theme of the map in general is that Red and Blue have discovered water that when touched causes anyone to flee in terror. (The skybox will have a rather large lake in it with pipes going from the lake to the blue and red base respectively.) So basically the theme is water collection and toxic hazards, so water tanks and toxic barrels will be common.

I've pretty much come to the conclusion that this layout will be mostly final. This is for the TF2maps contest and I need it done soon, so I'll likely go into beta after this layout is tested once (whether good reactions or otherwise.) I understand this is the SWATY method, but I want to get SOMETHING into the contest, and I am relatively happy with this layout so I don't believe I'm turning in utter crap. We'll see though. :p

I'll change what I can before the contest.

As with TPG and Ravidge:

Ravidge said:
Ok, I have a plan. To help myself, and others produce good maps.

If you (a mapper with a wip map) post a 'feedback reply' in this thread, I will personally pay you back by giving you feedback on your map of the same quality as you gave me.

If this works, I can see a future of great feedback bouncing back and forth if other people pick this 'experiment' up.
If you don't have a map, you're welcome anyway and I will reply with a friendly mspaint illustration or other amusing things!

You get what you give

To-Do

Detailing.

Screens - Updated every update.

http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70000.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70001.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70002.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70003.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70004.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70005.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70006.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70007.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70008.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70009.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70010.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70011.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70012.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70013.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70014.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70015.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70016.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70017.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70018.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70019.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70020.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70021.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70022.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70023.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70024.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70025.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70026.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70027.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70028.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70029.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70030.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70031.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70032.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70033.jpg
http://dl.dropbox.com/u/4222914/TF2Maps/Glug/a7/Screens/ctf_glug_a70034.jpg
 
Last edited:

Snacks

TODO: Clever title
Oct 15, 2009
121
123
a1:

Drop down from spawn does not have a visualizer and you can jump into the enemy spawn
Drop down will be spammed from below
Main spawn room door has visualizer but the door is not filtered
 
Last edited:
Jan 20, 2010
1,317
902
a1:

Drop down from spawn does not have a visualizer and you can jump into the enemy spawn
Drop down will be spammed from below
Main spawn room door is has visualizer but the door is not filtered

Ah, thanks, I had totally forgotten about that. I'll add it and also add a door so it can't be spammed from below.

As for the door not being filtered, I am not sure what that means. :O
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
ctf_glug_a10000.jpg

Brush clips through wall. Same on red side.

ctf_glug_a10001.jpg

Wall doesn't go all the way down. Only blu side.

ctf_glug_a10002.jpg

This just looks funny.

ctf_glug_a10003.jpg

Misaligned textures.

ctf_glug_a10004.jpg

Right behind this door...
ctf_glug_a10005.jpg

Is a wall. Right in your face.

ctf_glug_a10006.jpg

ctf_glug_a10010.jpg

Weird brushwork here.

ctf_glug_a10008.jpg

This sign is WAY too low.

ctf_glug_a10009.jpg

You can't get to this health pack.

ctf_glug_a10011.jpg

PLAYERCLIP ON STAIRS PLOX! Both sides.

ctf_glug_a10012.jpg

Use a smaller door. Both sides.

ctf_glug_a10013.jpg

Add playerclip ramps so you can get out of the water.
 
Jan 20, 2010
1,317
902
ctf_glug_a2 released:

Made water easier to exit
Made every door smaller
Fixed some lightmaps
Fixed every problem honorum646 and Snacks mentioned.
Removed some walls going from the first floor intel hallway to the river.
Removed the dropdown hole in the second floor walkway
Added a door to the hole in the respawn room.
Other random stuff.

Should be less annoying to play now. :p Screenshots should be updated in a bit.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
/posting back after your feedback on my map/

[1]: This room is not very good. To start with all but one class has to use the pallet pile to the right to grab the intel. A scout can jump out of the water pit but no one else can, which makes it a pain when you fall into it when leaving spawn via the floor exit. It's also too small to support any kind of fight.

[2]: Just looks messy in my opinion. Kinda lke my first map where I tried to squeeze in all my ideas into one small area, hehe.
But seriously, it feels very chaotic and unstructured...

[3]: Engineers can jump and build teleporters to the roof, from which you can see all possible spawnexits (main, lower, water). It's unlikely to get a sentry up there, but it's possible and would lead to a pretty nasty spawncamp.

[4]: There's a few misaligned doors, this is one of them :)


Keep working and I'm sure you'll turn out with a great map. But you will have to put in some major effort because as it stands right now It's not really where it needs to be in terms of gameplay quality. Good luck!
 
Jan 20, 2010
1,317
902
Pending Ravidge's input, which I only just saw, here is the changes I've made with a2a:

ctf_glug_a2a0002.jpg


Removed water entrance directly into the intel. Moved it here:

ctf_glug_a2a0001.jpg

ctf_glug_a2a0003.jpg


Added a second entrance to the intel room from the battlements from here:

ctf_glug_a2a0000.jpg


Which goes to where the one way door is located and drops down into the intel room.

Made the bridge easier to see through and made it more apparent that you cannot exit out the sides of the bridge:

ctf_glug_a2a0004.jpg


Also added a cover over the intel:

ctf_glug_a2a0005.jpg


And last, and without a picture, I made the water shallower everywhere to where I hope it's less inconspicuous when there is someone in the water.
 
Jan 20, 2010
1,317
902
If someone is not busy, I really need input on A3:

http://dl.dropbox.com/u/4222914/glug/a3/ctf_glug_a3.bsp

If someone can tell me if it feels TOO open now, that would be great. I'm honestly not sure if it is or not. It seems sort of long to me, but at the same time maybe that's a good thing?

Thanks to whoever does it. :D

And thanks, sandvich, I guess you liked the changes? :p
 
Last edited:

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
I think the middle area is a good size. It's quite long but the bridges breaks it up nicely, certainly doesn't feel too big. The bases seem very cramped though, firefights in there will be very claustrophobic. Personally I'd go for a full on redesign as they're just too small at the minute (just my opinion though, sorry if it seems a little harsh).

A few things I noticed:
GROUND FLOOR DOOR COVERS 1st FLOOR ENTRANCE WHEN OPEN (intel room).
ZtIQQ.jpg


SPAWN DOOR POKING THROUGH WALL:
LmfwU.jpg


I FOUND THIS RAMP VERY TRICKY TO GET ONTO.
VPcWw.jpg


THIS IS THE BIT I FIND MOST CRAMPED AND AWKWARD.
Ba2Ew.jpg


I FOUND IT TRICKY GOING BETWEEN THE TWO SIDE RAMPS, RATHER A NARROW GAP.
wDf9m.jpg


Damn just noticed I had capslock on. :/
 
Last edited:
Jan 20, 2010
1,317
902
Thanks boylee, I'll be fixing up the base next, making it bigger and such.

I swear, when I design stuff on graph paper the squares aren't going to be 64x64 but 128x128. Doing it this way just makes everything too damn small.
 
Jan 20, 2010
1,317
902
ctf_glug_a3:

Increased the size of the middle ground significantly:
ctf_glug_a30010.jpg


Added an extra building for each team:
ctf_glug_a30001.jpg


Increased the size of the intel room.:
ctf_glug_a30013.jpg


Fixed some bugs and misaligned doors.
Made spawn rooms bigger.
More stuff I can't remember.
 
Jan 20, 2010
1,317
902
I can has step here plz?
At the moment you have to jump to get in here which is annoying.

You can has step. I'll add it now. :D

Edit: It's been changed to a3a. With that being the only thing fixed. :p

Edit 2: Also a bit curious if this is ready for gameday?
 
Last edited:
Jan 20, 2010
1,317
902
Um, u can build sentries in spawn..

10eepuc.jpg

Well, that IS an issue. I'll fix that asap. Anyway, thanks to those who stayed through the test. Talk about a server clearer. lol. I guess I have some work to do. I'm trying to remember the complaints:

Some water is (still) hard to get out of, although I thought I had fixed that. Unless they're talking about places I intentionally made impossible to get out.
Not all displacements are sewn, although I'm unsure where they were talking about.
Hallways are too narrow.
Intel room is too "complex."
Frame rate was bad, although that's likely caused by the lack of optimization at the moment.
To me, personally, it felt to open.

Anything else?
 
Last edited:

Gerbil

aa
Feb 6, 2009
573
846
Don't really see the point in this hole.
2zthlw7.jpg


Some displacements are hard to climb. Maybe add some indication if you're aiming for people to be able to access the hill from one side only (like some rock props).
34h6o15.jpg


It's tough to get out of the water in some bits.
2f0d4iq.jpg


The intel room is too complex and cramped. It ruins the flow. Might want to turn it into a single room instead of a cluster of brushes.
23t5j7t.jpg


This construction is above the ground.
2nsyr8m.jpg


This door isn't touching the wall.
2epj9eo.jpg



Apart from those issues, I felt that the map was too open in the middle and too cramped in the bases. Try to make the spaces between walls/ramps larger and less awkward.

This map has potential, good luck!
 
Jan 20, 2010
1,317
902
I'm soon to release A4. A4 is a new map, entirely. :D Will likely require quite a bit of playtesting. A bit of a disclaimer: I did a lot of detailing, mostly because I wanted to. I have no qualms redoing all of it if I need to, I was just having too much fun doing it. :p

Here's some preview screens, they are subject to modifications:

ctf_glug_a40000%20%285%29.jpg


ctf_glug_a40005%20%283%29.jpg


ctf_glug_a40003%20%284%29.jpg


ctf_glug_a40000%20%282%29.jpg


ctf_glug_a40002.jpg