dirge

bootboy

L1: Registered
May 15, 2010
3
0
Hey all, this is my first map, please check it out, i would really appreciate some feedback.

Two opposing forts with a control point in each, plus a neutral control point in the center of the map for capture, multiple routes to each. I tried to hang back on the health kits to avoid stalemates/boring matches.

Thanks, please post, and have fun!
 

bootboy

L1: Registered
May 15, 2010
3
0
Ah, thats not good, hope its not my map :p

Post your thoughts if you fix the problem. I really have no idea how this map flows at all though, havent been able to get nav_generate to work at all, crashes every time. so no bots.
 
Mar 23, 2010
1,872
1,696
first pic's texture is ewwww
the map looks like it is floating in the air, and the layout looks really straight. I don't see many alternate paths. :/
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Ah, thats not good, hope its not my map :p

Post your thoughts if you fix the problem. I really have no idea how this map flows at all though, havent been able to get nav_generate to work at all, crashes every time. so no bots.

Yeah, it was a DirectX problem I just did, not your map :p

Well, here ya go:

cp_dirge0000.jpg


First thing I noticed was the amount of doors you have, it's a lot. It also brings me to the next thing...

cp_dirge0001.jpg


All the doors open when touched instead of using trigger areas. Use this to help you make efficient and awesome doors.

cp_dirge0002.jpg


Adjust this so it looks neat

cp_dirge0003.jpg


Again, another door, but it's at the top of a ramp. Remove it from both sides, it's not needed at all.

cp_dirge0004.jpg


VERY, very small for a capture area. Maybe remove the walls around it? Also, I couldn't get into the room because the floor held me to the ceiling. I had to crouch to get under it.

cp_dirge0005.jpg


You surrounded the map in a big skybox cube, which equals unused space and dreadful compile times.

cp_dirge0006.jpg


All of these lights are floating from the ceiling

cp_dirge0007.jpg


For areas you can't see, cover them in the Nodraw texture. That way, the surface won't be rendered.

cp_dirge0008.jpg


Expand these ramps, could be hard when a team tries to rush to the next point.
 

bootboy

L1: Registered
May 15, 2010
3
0
Thanks a ton for the detailed analysis, i appreciate it alot, i will fix everything you listed. I know about triggers for doors, but i havent been able to get it working very well, i will do some more work on it tonight. I actually knew about that un-neat ramp thing, i just forgot before i compiled =P. Never considered the no-draw thing, thanks. Will make changes and re-upload by the end of today.
 
Aug 10, 2009
1,240
399
Two things,
1) Download A Boojum Snark's mappers pack here. Just make sure you stick with the updated version(s), as he does update it. Acting contra to such a thing would force him to relinquish his title and attribute of being boojum :/
2) Get VBCT (look it up on developer.valvesoftware.com)