CP courtyards_v1

Kagatos

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Jan 3, 2011
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rumbleyards (formerly courtyards)

This is my first map for TF2.

It is a 5 point capture map that is a little sparse at the moment but I just wanted to get a feel for how it plays and how difficult and or fun it is.

As it is my first map I would appreciate comments on how to improve the map and things that I may have overlooked in the design.

Cheers,

-Kagatos
 
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J4CK8

L11: Posh Member
Mar 4, 2009
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Add some screenshots first! :D

ALso, Courtyards might be a taken name, it's quite common.

There are about 4 maps named courtyard, but I have yet to see one courtyards. Still, they are pretty similar names. And screenshots please!
 

Kagatos

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Jan 3, 2011
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Hmm, it won't allow me to edit the post. I keep getting the error "You must specify a valid value for Screenshot #1" when I tried to upload the screenshots so either go to the download page Here

-or-

Photobucket - Page

As for the name I swore I did a search on here for courtyard in the name and I didn't find any...but I'll try to find a better way to name it.
 
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Zhan

L5: Dapper Member
Dec 18, 2010
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You might want to use the versioning naming scheme most other mappers use, which, as far as I know, is _aX for alpha, _bX for beta, and _rcX for release candidates. This map would most likely be in the alpha stage now.

Currently it looks like the path between mid and second point is very short. Perhaps think about lengthening this route keeping in mind the size of of 5-CP maps like Granary and Badlands?
 

Kagatos

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Jan 3, 2011
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Those are some bloody small screenshots.

Yeah, your right....I checked them after I posted and seen that so I edited the post but you must have seen it before I got the new link up.

So here it is again for ease of use:

Photobucket - Page

And once the uploading gets fixed I'll post them in the thread where they should be.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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Silly wilson, you looked at the wrong link..

I can't see them fine.

But, from what I can see, in shot 1 and 3, the points look too open, and there are some horrid sightline issues. You really should look into finding a way to make the points/the surrounding area more covered. Maybe putting the point in a gazebo or something, if you can't htink of anything right away, thats fine, I believe if you search the models for the Hydro barriers, you will get some nice, basic barriers you can toss up, until you get something more concrete, or better feedback from testing.

What is screen shot 2? I hope it isn't the spawn area.

Screen shot 4 looks okay, but again, maybe add a little cover on the point so that there is a little bit of a chance for the cappers to not get mowed over by a heavy and sasha.

And as for screenie 5, see above comments on open-ness and cover.

Something that will help us a lot is an overview shot. If you don't know how to do this. go into your map, open up the developers console, and type the following

sv_cheats 1
noclip

to get rid of the HUD and make clear shots, I usually just go into spectator mode and, again in the console type
cl_drawhud 0 (to get it back to what it was, just type cl_drawhud 1)


Hope that helps!
 

Kagatos

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Jan 3, 2011
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Well, I figured out why I didn't find any other maps named Courtyard when I did the search as I looked for "Courtyards" and not "Courtyard". So, I'll really have to figure out a better name for it.

Zhan - Yeah, I noticed the difference in the naming convention and will be changing mine to mesh better with the current scheme. And as for the short paths you are correct, it might be a little too short. But, I was trying for a heavy fighting map that requires teamwork and cooperation to win so all the points are pretty close together.
Of course what I was trying for doesn't mean that will happen in the actual game. :)

FrOZ3n - I did the noclip, and cl_drawhud 0 to do the shots but I will add an overview shortly. is there a way to remove the gun from the screen? I tried joining my map as an observer and I get locked into the camera I have set and can't move.

As for the open-ness you are correct it is a bit open in some areas and I was thinking of adding cover but haven't figured out what yet. Maybe like you said with a gazebo or wall type on the third points. As for the Hydro style barriers are you referring to the sheet metal looking "shield" things?
 

Fruity Snacks

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You have to right click to get out of that, so you can move around. I forgot to mention that, but to get rid of the models its r_drawviewmodel 0 (1 to turn back on)... I forgot what it was and had to ask :3

My apologize for forgetting to mention these things.

Edit: Yes, the metal shieldy things.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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The 'remove viewmodels' option is also in Advanced Multiplayer Options.

Please upload pictures to the OP, I doubt anyone is willing to go scrolling through the thread just to find pictures of your map.
 

Kagatos

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Jan 3, 2011
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Screenshots are now where they should be, and I have already started making some changes that FrOZ3n has brought up so this should all get updated as soon as I can figure out a better name...naming things is not my strong suit as I tend to be quite literal at times. ;)
 

Fruity Snacks

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Thats where they should be :D...

Something I just realized. Are those Half life 2 textures I see? (the brick and the white corrugated metal) to find TF2 only textures just type tf into the fliter under where you would search for certain types of textures.

(If they are tf2 textures, then sorry for the accusation, i'm not sure yet what and what isn't tf2 textures)
 

red_flame586

L420: High Member
Apr 19, 2009
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I can definitely see some half-life textures there, so you need to get rid of them by typing tf into the filter in the texture selection and just replacing them.

Also, from the looks of it, there are some rather open areas and long sightlines which need to be looked at.

Finally for your screenshots, a helpful tutorial here, and also can you please do an overhead shot of the entire map so we can see what the layout is like. That way you can get the best feedback possible.

Also, congrats on your first map.
 

Kagatos

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Jan 3, 2011
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Added the Overview shot and updated the screenshots and download with the next version.

As for the long sight lines the only ones that I can think of are no longer than 2fort and are quite a bit narrower in scope.

I'm not so sure on the textures, when I put tf in the filter I get some ground and sky brushes but nothing else... so I assumed you meant the keyword box? But there are no roofing brushes so I'm not sure what I can do about that yet...

Ahh well, its a learning process. :)

Cheers,

-Kag
 

Fruity Snacks

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Alrighty, thats a good step in the right direction, I still don't think having the spawns next to each other is the best ideas, UNLESS they open up their final points, then when say red caps the middle, or the second to last point, a door to the middle opens up. With the way it seems to be, it will be a bloodbath and can easily be capped. I'd look into have the spawns open to their final points, then when the a team caps the mid point, their spawn (and only their spawn) opens to the mid (so, blu has midpoint, blu can go out of their spawn toward mid, but red cannot). These are called "push" spawns.

Looks into that.
 

Kagatos

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Jan 3, 2011
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Okay, looked into the doors unlocking on captures so I did that with the center point. I changed some more textures that I found to be HL and modified the spawn exits to the final point to help reduce spawn camping...maybe...I hope.

side note, anyone know why some days I can get here no problem....and then other days I can't find the server?
 

Kagatos

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Jan 3, 2011
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New screenshots posted, not sure what else I can do without actually getting to play on it and see how ugly it could be.

Anyone else see something that might need to be addressed before hand?

Cheers,

-Kag
 

Sgt Frag

L14: Epic Member
May 20, 2008
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OK, lazy, so only one shot

courtyard.jpg


Everything is pretty large, hard to get in close for combat, hard to escape fire, etc...It's common, I still get the 'too large' comments on my maps and I know better. I shrank my current map at least 30% already and I'm shrinking it a bit more today.

I'd say shrink down the areas a bit, green would be new boundries.
I even think maybe it could go smaller than that, but I didn't want to redraw everything, just test, shrink again if needed.
Maybe also make the less tall. Get rid of red sightlines.
Move stuff around some so it's not straight shots = shorter sightlines, more cover, more hiding spots.

Throw in some walls and doorways/window. So sniper doesn't have a huge ledge to perch on, but a hallway with a few windows (he still gets good shot areas, but has to pick and choose some.

Your walls are thick so I'm thinking you used 32 grid. 16 will give you '1 foot' thick walls approx. also easier to not get carried away with size 'cause you can zoom in closer in Hammer.

Load up Valve maps and pick a common speed class, I like pyro 'cause you don't get shortcuts and you're average speed. Time distances from points. Then do same class in your map.