halloflife

Resistance

L2: Junior Member
Mar 24, 2009
55
1
Hey everyone, this is my first map. I've spent years working with Hammer off and on (mostly off) since the original Halflife.... So I finally decided to release something after spending so much time messing around with Hammer.

This map is a map I made based on the layout of ctf_hallofdeath... so I called it ctf_halloflife. The map is meant to be better suited for larger servers. The map is larger, wider, and vents added to the sides to allow escape from spam on the main chokepoint. The map has a much more visually distinct look. The lighting in the screenshots is a bit brighter than what it actually is in game.

I have a version that is more visually detailed in the way of distinct lighting, however since the map is meant for larger servers, I'm releasing the less detailed version as I'm afraid of FPS issues.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
did you mix all the genres into one?
 

Resistance

L2: Junior Member
Mar 24, 2009
55
1
did you mix all the genres into one?

genres? Just TF2. well.... when I was originally developing it I wanted it to have a Natural Selection map feel/look to it, but ended up having to change it a bit. Also the egyptian pyramids/columns with technological look gives it a Stargate feel to it. (Love Stargate and Natural selection lol).
 

Resistance

L2: Junior Member
Mar 24, 2009
55
1
D: Are those hl2 textures?


What matters is how you mix textures to get the look you are trying to achieve. I will admit that this map has a look that is more different than the "traditional" TF2 look. But I've seen a enough maps that all have the same feel.
 
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Jan 20, 2010
1,317
902
Wait, is this supposed to be based around the Halls of Stone and Lightning in WoW?
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I apolagise in advance if this seems a bit rough, but you need to get into good habits as quickly as possible, and there will probably be a LOT of criticism (both constructive and not) on this kind of map. This criticism is kind of general, and has more to do with you being somewhat new here than the map itself.

First, I understand that this is your first/early map for tf2, and its great to get into tf2 mapping, but research is key. If you have a key idea about how to use hammer, you should get reading. There is a plethora of information you can learn by studying the successes and failures, and learning is slow and difficult if you rely on direct feedback. There's a general helper setup here which helps hammer along, some tutorials here and one of the most useful, yet volatile places is here. Now the reason I say volatile is because remaking/re-releasing maps is a strict taboo, and most people here do not appreciate it. That having been said, do not be discouraged from using it. Quite possibly the best thing I have ever done in terms of mapping is to open up valve's maps in the editor. Look over them, fly through them, and try to examine every last detail. There are lessons hidden in the walls, on the ground and even in the sky.
Second, continuing from what I said previously, very few people appreciate remakes. While this map managed to divert from the style sufficiently, was build from the ground up and is probably an improvement, you need to remember that no remake will ever become official (however popular some of them may be). Once again, study the successful maps, study the failure maps, and learn as much as you can.
Thirdly, take all criticism well. Many maps do not get a lot of response, let alone constructive. I suppose I myself am not giving you any advice on the map itself, but any feedback should be treasured and adhered to.
And finally, try to stick to the tf2 art style. This is the only thing I think you've really strayed on with this map, and it isn't hard to fix. Type tf into the filter box of your texture browser, and that's all you'll need. In the model browser, simply hit sort by game, and your problem's solved. While a fresh break from aesthetics is good, it need to be within the bounds of continuity. Give a shot at the new swamp pack, or just muck around with the desert theme. People have made maps from egypt, to the swamp, to the outback and even outer space and underwater. You can stretch the tf2 theme almost as far as you want to, but it needs to be done with expert precision and care. And if you feel like testing these limits, one of the best things to do is an artref. Try making a barn, an office or a spytech tower. Build a simple river theme, or see what you can do with a simple model. The possibilities are endless, and so is the world of tf2. So pursue mapping with your very soul, have a lot of fun and come out with something you can be proud of.
 

Resistance

L2: Junior Member
Mar 24, 2009
55
1
I apolagise in advance if this seems a bit rough, but you need to get into good habits as quickly as possible, and there will probably be a LOT of criticism (both constructive and not) on this kind of map. This criticism is kind of general, and has more to do with you being somewhat new here than the map itself.

First, I understand that this is your first/early map for tf2, and its great to get into tf2 mapping, but research is key. If you have a key idea about how to use hammer, you should get reading. There is a plethora of information you can learn by studying the successes and failures, and learning is slow and difficult if you rely on direct feedback. There's a general helper setup here which helps hammer along, some tutorials here and one of the most useful, yet volatile places is here. Now the reason I say volatile is because remaking/re-releasing maps is a strict taboo, and most people here do not appreciate it. That having been said, do not be discouraged from using it. Quite possibly the best thing I have ever done in terms of mapping is to open up valve's maps in the editor. Look over them, fly through them, and try to examine every last detail. There are lessons hidden in the walls, on the ground and even in the sky.
Second, continuing from what I said previously, very few people appreciate remakes. While this map managed to divert from the style sufficiently, was build from the ground up and is probably an improvement, you need to remember that no remake will ever become official (however popular some of them may be). Once again, study the successful maps, study the failure maps, and learn as much as you can.
Thirdly, take all criticism well. Many maps do not get a lot of response, let alone constructive. I suppose I myself am not giving you any advice on the map itself, but any feedback should be treasured and adhered to.
And finally, try to stick to the tf2 art style. This is the only thing I think you've really strayed on with this map, and it isn't hard to fix. Type tf into the filter box of your texture browser, and that's all you'll need. In the model browser, simply hit sort by game, and your problem's solved. While a fresh break from aesthetics is good, it need to be within the bounds of continuity. Give a shot at the new swamp pack, or just muck around with the desert theme. People have made maps from egypt, to the swamp, to the outback and even outer space and underwater. You can stretch the tf2 theme almost as far as you want to, but it needs to be done with expert precision and care. And if you feel like testing these limits, one of the best things to do is an artref. Try making a barn, an office or a spytech tower. Build a simple river theme, or see what you can do with a simple model. The possibilities are endless, and so is the world of tf2. So pursue mapping with your very soul, have a lot of fun and come out with something you can be proud of.

While I appreciate your feedback. There is no way I am going to stick with a "traditional TF2 art style" on any of my maps or future maps. It's old and tired. People need to be creative, come up with new themes and create their OWN art style. That's one of my biggest pet peeves when it comes to other mappers, they don't create their own art style. All other players, who are not mappers, have liked the style of this map.

Only other mappers care about remakes of other maps, the general players could care less. I don't really care about making a map to have it become 'official'.

That being said, I was just following the general layout of another for my 1st map. My 2nd one will have a unique layout, but I'm going to stick to the technological look art style and use any textures/props that help achieve that. It may not be a "tf2 art style" as you say, but I like it.

edit: I've seen most of those links you listed awhile ago.
 
Last edited:
Jan 20, 2010
1,317
902
Use enter twice, Tapp. Had a difficult time reading that. @_@ Looked like I was reading a page of War and Peace.