CTF Over_Study_A2

HatingSociety

L1: Registered
Mar 30, 2010
10
3
I'm hoping to receive helpful comments to improve this map, I don't have much time to map so it's something I try and do in my spare time.

Map based on a theme I have yet to complete.
 
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tyler

aa
Sep 11, 2013
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4,621
Expect a couple points/screenshots in a moment, but first thing I notice is that you need to use a lowercase filename. Linux servers can't run maps with uppercase letters. Or something stupid like that.
 

HatingSociety

L1: Registered
Mar 30, 2010
10
3
Expect a couple points/screenshots in a moment, but first thing I notice is that you need to use a lowercase filename. Linux servers can't run maps with uppercase letters. Or something stupid like that.

Oh Okay I didn't know that thank you for letting me know before I went too far with this, should I change it now or wait?

But I highly appreciate the reply, and am eager to see what you have to correct me on.
 

tyler

aa
Sep 11, 2013
5,102
4,621
When you make a3, save the vmf as ctf_over_study_a3 and compile it that way and you'll be okay.

If you want to test a2 for game day, you may need lowercase letters, I don't know. Check the submission rules.
 

HatingSociety

L1: Registered
Mar 30, 2010
10
3
You say check the submission rules, that's the one stickied in this sub forum right? I read them I do not recall a mention of capitol letters but I will check again.
 

tyler

aa
Sep 11, 2013
5,102
4,621
No, I meant in the Events subforum -- in every thread for a game day, there are rules in the OP. They're in every thread. (It does say to use lowercase letters, so if you want a2 tested you'll need to recompile in lowercase.)

I'm uploading my screenshots now, by the way.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Alright, most of this is clipping errors or oversights.

In general you need to
  1. Make the bases less maze-like
  2. Move the bases farther apart
  3. Create more incentives to go to certain areas

Make the props in these images non-solid or player clip them better:
fcTQw.jpg

QPSc4.jpg

xPkbB.jpg


Player clip these areas so you can't get stuck on them running against the wall:
B3QNP.jpg

rlhbe.jpg

7GjcV.jpg


I can stand on this wall, on the dark part:
Km30R.jpg


I can stand on this doorway:
2JmoS.jpg


These lights don't go this high up on a wall like that -- either near the floor or over a doorway:
GR5pn.jpg


Move your health and ammo packs down -- look at how other maps place them. Also increase the patch size:
dENhG.jpg


You might want to clip the lip here so that players can't climb up it:
dD4WQ.jpg


You might want to clip here so players can't go under:
EbfYS.jpg


Two things about this -- one, it looks like texture spam, and two, uneven floors reduce the effectiveness of splash damage because when it hits a wall it has some kind of bug where it reduces the damage dealt:
gZ5Sy.jpg


More places to clip the floors:
LVAHm.jpg

Mnqb5.jpg

mdgxo.jpg


Way too steep:
ScROW.jpg


Really low skybox, and no reason to really go out here:
8FqBi.jpg


Make it more obvious that you can't get up on those platforms:
L44K5.jpg


You need a func_respawnroomvisualizer on every spawn exit:
ZeT68.jpg


What's the point of going in these places:
6Tx4o.jpg

Lyzkz.jpg


When you clip floors, use the invisible texture. Bullets and projectiles go through playerclip. To make the small rooms in the center neutral area more useful, move the health into them.
 

HatingSociety

L1: Registered
Mar 30, 2010
10
3
Alright your post is very helpful, the health packs and ammo packs I'm unsure of where to place for now until I fix up the map, and the area where you mentioned Texture Spam I had those textured like that for a reason, But I probably should of replaced them until I got to it.

As for clipping, just place a clipping texture on the floor with the grate texture or what did you mean by that?

And some of those walls I planned on knocking out completely or changing, The ones you mentioned you could stand on.

But thank you for the many post, it put my mind in a different perspective on what I should do.

One issue though, you mentioned the skybox was low, Need I raise it? I'm not too good when it comes to building the outside of maps and buildings and such, and I didn't raise it because the building height and I thought it would seem weird if you could jump over the building but not get on top of it.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You also need to add way more signs so people know where they are going, and optimize.
 

HatingSociety

L1: Registered
Mar 30, 2010
10
3
I actually have one thing I was hoping you or someone would mention, the ramp exiting intel, does that seem a bit odd? Also with the wooden plank it exits on, and also the waterfall on red side outside the map, I was hoping you could give me your thoughts on those, I'd really be thankful if you could let me know when you get time.
 

tyler

aa
Sep 11, 2013
5,102
4,621
As for clipping, just place a clipping texture on the floor with the grate texture or what did you mean by that?

One issue though, you mentioned the skybox was low, Need I raise it? I'm not too good when it comes to building the outside of maps and buildings and such, and I didn't raise it because the building height and I thought it would seem weird if you could jump over the building but not get on top of it.
Align a clipping texture with your highest floor. So if you have something like

\_/

just make it into

-----

For the skybox, there are plenty of buildings you can see over but not get on. It's fine. Run through dustbowl and check.


I actually have one thing I was hoping you or someone would mention, the ramp exiting intel, does that seem a bit odd? Also with the wooden plank it exits on, and also the waterfall on red side outside the map, I was hoping you could give me your thoughts on those, I'd really be thankful if you could let me know when you get time.
Ramp isn't odd, waterfall isn't odd. Both fine.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
I really hope that hl2 blood decal on screenshot 2 isn't always there..
 

HatingSociety

L1: Registered
Mar 30, 2010
10
3
I really hope that hl2 blood decal on screenshot 2 isn't always there..

Well I actually removed it right after I posted the map, I checked and realized it wasn't from tf2 and I don't like adding too many things with a map so I removed it. It was originally to mark something though.
 

BlazeAlex

L1: Registered
Feb 13, 2011
1
0
I like the waterfall but I think it needs to be pushed back a bit I think looks good.
 
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