ctf_swbf2

Draser

L3: Member
May 17, 2010
144
12
So, yeah, another space map.
and yeah, another forum thread, because the other one is dead.

I may be asking a lot here but:
Could you guys please test out my map, and tell me things i did wrong?
And if you find anything that you would change, feel free to tell me, (i may or may not change it, because, unfortunately this map was NEVER meant to be in the tf style.) (More of a novelty map, where people can take a break from the 60's (or whenever) and head to the future.)

so yeah. I would love feedback, of any sort.
 
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Draser

L3: Member
May 17, 2010
144
12
So, basically my top priority is for somebody to check to see if i packed all the textures in.

If i did, then i can put this up for the next gameday.
If not. I HAVE NO IDEA! IT HASN'T WORKED EVERY TIME I HAVE TRIED!
does anybody know of a packing software BESIDES pakrat, that maybe it will work better?
 

Urban

aa
Jul 27, 2009
212
352
I like the deathstar part, will it burn you to a crisp if you jump in? I will try and have a runthrough later.
 

Draser

L3: Member
May 17, 2010
144
12
yup, well, it doesn't set you on fire, but it does damage, and btw, how much damage do you think it should do per second?
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Ok, from what I'm seeing is that there are some rather long sightlines and wide areas. This is probably because of the fact that it looks like a port (please correct me if I'm wrong, I haven't played the game for ages...) from swbf2. Swbf2 and tf2 play extremely differently because of how the classes and weapons work. It probably isn't the best idea to build a complete replica of the map, but instead take parts of it as inspiration e.g. grab the laser room, muck around with it a bit, make it more tf2 friendly, then plop it in your own map designed by yourself for a more tf2 friendly experience. That way people will go "hey, this is like that death star map from swbf2" but they will still be able to play it as if it was tf2. I know someone else went on about this in the old thread but I think that it deserves another mention. I understand that this is less of a map you want people to play properly and more of a tribute to a great game, but I think that it should still be as playable as possible.

Otherwise, nice map, looks true to the original, just need to fix up some of those errors (e.g. pink and black checkerbox of death in the third screen)
 

Draser

L3: Member
May 17, 2010
144
12
Ok, from what I'm seeing is that there are some rather long sightlines and wide areas.
The map has some pretty dense fog, so after a certain distance, its impossible to see through, thus ruining the sightlines.

Otherwise, nice map, looks true to the original, just need to fix up some of those errors (e.g. pink and black checkerbox of death in the third screen)

Yep, i know, for some reason right after i compiled, the right textures were there, but afterwards, when i took the screenies, the black/purple textures showed up. so idk.
 

Draser

L3: Member
May 17, 2010
144
12
first, sorry for the double post, lol, but i managed to fix most of those sight-lines. especially the one in the laser room.

Hows this?:
swbf2_2.png

swbf2.png
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
That laser room is looking a bit better, there are some nice height variations, though the brushwork does look a bit messy.

Also, you shouldn't completely rely on fog because of the fact that sentries can see through it (i'm pretty sure they can anyway) and a heavy sitting at one end of a hallway can chew through anyone trying to come down in, fog or no fog.
 

combine

L3: Member
Apr 21, 2010
106
9
Nice job.I can test it to see if things are missing.
 

Draser

L3: Member
May 17, 2010
144
12
i probably have so many leaks, its not even funny. -.-
Its because SOMEBODY was messing around with the map, and shifted the entire thing off grid by .1 hammer units. and i had no idea that happened, so i kept building till about a week ago, when i was looking very closely at the smallest grid size, and BOOM ...its off. the freaking entire map.
thanks combine, your a real friend.

PS. i checked, no pointfile for this map. i enclosed the entire map in a skybox, so no leaks.
 
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Draser

L3: Member
May 17, 2010
144
12
That laser room is looking a bit better, there are some nice height variations, though the brushwork does look a bit messy.

Also, you shouldn't completely rely on fog because of the fact that sentries can see through it (i'm pretty sure they can anyway) and a heavy sitting at one end of a hallway can chew through anyone trying to come down in, fog or no fog.

There's not too much fog. (the distance is fairly far away.) Just enough to help performance, and cut down sight lines.

In the round room with the 4 entrances/exits, (not the laser room,) i made the center of the bridge lower, so snipers COULD stand there. the only problem is, while they are scoped, you can sneak behind them as spy SO easily, its ridiculous. So, even if there are sight lines at that spot, they can't snipe for long because a spy could easily dispatch them.

im also working on fixing up the railings all over, just so its harder for pyros
 

Draser

L3: Member
May 17, 2010
144
12
Someone asked me if this layout is balanced. trying to get it into a gameday is harder than i thought XD
 

combine

L3: Member
Apr 21, 2010
106
9
It isn't mirrored.Unless Draser updated it and mirrored it.