Containers (Name pending)

Ost

L2: Junior Member
Jun 26, 2009
61
32
All right, so while I have been mapping for over a year now, I've yet not released any map. Until now - behold ctf_containers!

Developed to be the greatest map made for any game ever, everything soon got out of hand and the map ended up being a shitty, somewhat overscaled CTF map with a Spytech / Industrial theme.

in b4 "Why are there floating containers? :O"

The explanation for this is simple - they are supposed to be suspended with wires, however I'm still trying to figure out the best way to do this. Suggestions are welcome.

Feel free nitpick, as long as you do it in a constructive way, and try to be as specific as possible.

Also, here are some problems I'm aware of. Please do suggest solutions to these, however just pointing them out would be kinda pointless.
  • Scale issues. The map is a tad too big.
  • Floating containers. See above.
  • No 3D Skybox. Didn't see any need for it, since it's a1.
  • It's detailed! Yes, I got bored.
  • There is a lack of cover in the flag room! I had a hard time finding appropriate props to use as sightline blockers. I also don't want to overuse some of the props I already have in there, such as barrels.

So! Go ahead - bash, smash, flame, nitpick, rage, whatever.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Glad you finally finished the first alpha; this map is very interesting and could be great with a few tweaks. For suggestions on your problems:

Scale: This might be the hardest part, and might need a quite big revision to make it work. I haven't played the map online but just from running through it is a bit big. The mid area is a great, it is mostly the intel room and the connecting hallways that are a bit big. Try moving the intel room and spawnroom a bit closer to the mid area, which is the most interesting part right now.

Containers: Fool

Skybox: It's indoors, wth!

Details: The detail right now is very basic. I would however advise you not to detail too much, as you will inevitably be very frustrated wonce you have to remove it all because of for example scale issues. I like some of your brushwork, though.

Intel room cover issue: Brushes>props!

Good luck with the map!
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The level looks like a good version of turbine. When taking overhead shots, just remember to set fog_override to 1, and fog_enable to 0. The containers could be explained by adding some form of base that's tethered to the overhead cranes with cables. Also, the barrel crates from Gorge go well with the Badlands barrels. You can find them in props_hydro. Very nice looking by the way.
 

Ost

L2: Junior Member
Jun 26, 2009
61
32
The level looks like a good version of turbine. When taking overhead shots, just remember to set fog_override to 1, and fog_enable to 0. The containers could be explained by adding some form of base that's tethered to the overhead cranes with cables. Also, the barrel crates from Gorge go well with the Badlands barrels. You can find them in props_hydro. Very nice looking by the way.

Thank you, thank you, and finally - thank you.
 

Frush

L2: Junior Member
Jan 8, 2010
75
28
Why are there floating containers? :O

Nah, just keeden'.

This is looking neat 'n stuff, just a tad oversized as you mentioned.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Looks like a solid first alpha.
The intel room looks like it needs more cover (brush wise, props won't help there) and the mid looks a bit cluttered, but that could lead to some interesting cat+mouse fights.
Put it in gameday sometime, it looks fun :)