CP Barley

Cannon Fodder

L1: Registered
Feb 6, 2011
19
1
Here is my latest map, cp_barley. It is an Attack/Defend map. I used textures from convoy.

Barley is set on a RED Express Train carrying an excessive amount of Red Shed Brand Beer. BLU wants to hijack the train and take all the beer. (Kind of a non-serious map.) Using the amazing technology Australium grants us to a point where it does not have to be explained, BLU has somehow connected a big metal box to the train while moving, and plans to take all the beer by force.

Constructive criticism would be appreciated.

Thanks.

Note: This is my first map I felt worthy of sharing, so go easy.
 
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Jimmy Nicholls

L2: Junior Member
Feb 15, 2011
54
8
Looks a bit drab atm, if I were you I'd use the developer textures for the main area until you add the proper ones. I guess it doesn't matter on the whole.

Make sure you add some varied routes to the Capture point (Points?) that favour different classes. If it's just one entrance (which it kind of looks like now) it will be a spam fest dominated by Heavies, Soldiers and Demomen.

But you know what dude, you've actually got far enough to have something worth posting here. So good on ya'
 

Cannon Fodder

L1: Registered
Feb 6, 2011
19
1
@kwp20 pitts

The thing is, I don't even know how to texture.

Also, RED spawn is above the big Beer Cache. So RED drops down from that hole shown in screen #5. Is that a bad thing?
 
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red_flame586

L420: High Member
Apr 19, 2009
437
122
Very drab. And linear. And flat, open, long sighted, repetitive, is that HL2 textures etc.

Actual constructive criticism...

The map is just one line, no side routes or anything and with some very narrow areas that could rather easily be abused. In the second screenshot, you can see from the glass tunnel that I presume is blue's base, all the way, passed the first point, to the final point. and with the thin glass tunnel, red could build one or two sentries there, post a few heavy's and nobody would be able to get past, until blue builds up a heavy uber, then kills everyone in the first room, before trying again for the second room. Also, a sniper seeing the entire length of the map is a rather bad thing.

The red respawn, placed right over the final point means that red can just continuously drop down without having any distance that gives blue a chance to attack. On the other side, if blue gets in there, they could just lob grenades up and spawn kill everyone in red. Plus you can't get back up into the respawn to resupply

Finally, onto detailing... First, are the textures for the train you used tf2, I presume they're not. Make sure you use tf2 textures by typing "tf" into the keywords in the texture browser. Secondly, well the only real model you've used in your map is barrels. They are just dotted around the map with what looks like no real direction or idea in the first room, then in the second room they're all mostly perfectly spaced and positioned, and in a moving train, those barrels sitting on top would have fallen off. Finally, what creeps me out most of all about those barrels, is they're all facing the same way... perfectly... it's just creepy. Make sure you rotate them all to different angles. Also, when barrels are placed around the place, they are stacked next to each other in corners and etc.

I know that this isn't serious, and that this is your first released map, but because of the second point, i've written this huge big essay of a response on your map. I'm not trying to tell you you suck at mapping and that you should quit. I'm just trying to tell you how you can make your future maps better.