CP Complex B

BrainInBlack

L1: Registered
Feb 8, 2011
33
12
My first steps with the Source SDK and Hammer.


ToDo:
- Spawnzone Details
- Capturepoint Details
- Fixing the Sky (there is no light on the of that tunnel -.-)
- Textures
- Details
- Overlays
- Non-Gameplay-Props
- PowerUps (more fine tuning!)
- Optimization
- and many more...​


A3 is not a tube anymore! Changed almost the hole map, for that xD

I need feedback for the new layout and all the other changes!
 
Last edited:

BrainInBlack

L1: Registered
Feb 8, 2011
33
12
Looks good, but some things needs to be fixed.
Mid CP needs some stuff to block some sightlines.
And some places are pretty dark.
Everything else looks good!

Thanks

Mid CP is not done yet. There will be more props and maybe some more paths to the point.

More lights coming with the next version. For now, i just want to test the cp layout and some other stuff. And of course i need some feedback ;)
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I say go with a brighter lighting BEFORE tests.

Why test if it's going to be too dark to see? People will just complain about it the whole time, it makes it hard to play, so you don't get a good test. It only takes 1 minute to drop in a good light.

Alpine is the best light set up for early tests, few shadows and bright enough to see. If you want night time save it until you have time to add the lights that are required to play.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Looking at the second screenshot (the bird's eye view), I see you're going to need to vary the map's shape a bit. If you look at maps such as Dustbowl, you'll notice that the player will need to move left and right and such. Here it looks like you could almost run straight through the map while only pressing W and moving the mouse slightly.

However, it's looking quite nice.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Just gave it a runthrough. Looks fairly well made and has some interesting geometry, but there are quite a few sightlines outside and some VERY high vantage points. Generally there isn't such extreme height variation on a tf2 map unless it's some sort of control point or whatnot (IE Gravelpit final). Cubemaps are easy to build, so I'd include those with each alpha. HDR, on the other hand, isn't generally done for alpha maps, it's personal preference for the most part. Also taking a look around I noticed that the entire map is largely one area. Try using some sort of geometry, like a closed crosswalk from one building to another, to break up areas and make optimization possible. You've got some missing (truck?) models around the central point and need spawnroom visualizers and some resupply cabinets in your spawnrooms. My last point is about the doors scattered throughout. Generally doors aren't used in tf2 maps (and to be honest I can't tell you why, most likely because of gameplay) unless they're spawnroom doors or 1-way doors for game balance. Overall, looks like it has great promise. Cheers!

- Make this building taller to break up large sightline and eliminate a soldier/demo only area.
cp_complex_b_a10000.jpg


- Missing models.
cp_complex_b_a10001.jpg

cp_complex_b_a10002.jpg


- I'd at make this a building to eliminate sightlines and make optimization easier.
cp_complex_b_a10003.jpg


- Rather boring and open indoor area, make snazzy
cp_complex_b_a10004.jpg


- Loooooong indoor + outdoor sightlines
cp_complex_b_a10005.jpg

cp_complex_b_a10006.jpg


- Only soldiers, demos, and FAN scouts can get up here. Don't know if that was intentional, but I don't recommend it.
cp_complex_b_a10007.jpg


- I'd playerclip these areas.
cp_complex_b_a10008.jpg

cp_complex_b_a10009.jpg


- Make the interior areas here one hallway to eliminate redundant doors.
cp_complex_b_a10010.jpg
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
I'd probably clip off some of the buildings and add some higher ones in some places. Also the two screenshots above are huge sight lines. Maybe put a truck or something under the bridge to block up the center one. Also in alpha, use brighter lighting and no HDR. Just change that if you decide you need to in beta. Otherwise what wimples said pretty much covers it.

Amazing map for one of your early ones though, so good work.
 

BrainInBlack

L1: Registered
Feb 8, 2011
33
12
Thanks for the awesome feedback... especially from Mr. Wimples. Its intentional that only demoman, scout (even without FaN, yes it´s possible) and solider can get on that location and some others. The roof at CP2 for example (that with windows atop of it).

The tube like layout is a bigger problem and i change that for the next version. The light is already changed. I just added a bunch of lights ;)

Models, that are missing, are custom ones... i don´t know how i compile them in to the file!? (A link to tutorial or some helpful tips would be fine :D)

Empty rooms and the big hallways, will be filled with some props... maybe i change them completely. But i´m not sure what i can do with them.

HDR also will be removed until i reach a beta, or even rc, state. Should save me some time in compiling^^
 

BrainInBlack

L1: Registered
Feb 8, 2011
33
12
look for pakrat.

basically you run that, open your map (bsp after compile), add any custom content, save bsp (as same exact name). Put that bsp back in your maps folder and over write the existing one (I always do mine on desktop).

If you compile again you have to start over so save as new name before next compile.

Ah, thanks ;)
 

BrainInBlack

L1: Registered
Feb 8, 2011
33
12
A3 Out Now!

Major changes... need feedback! Thanks :D


a3:
- major layout changes
- optimized sky-box
- added forward spawn for mid cp and warehouse cp
- prop placeholder (will be fine tuned after more testing)
- added some signs
- added power ups (ammo, health)
- and many other minor changes
 
Aug 10, 2009
1,240
399
If your screenshots are updated, I have to say that I like the look of your new changes :D

There are still some areas that look too dark, mostly under ledges etc, but my biggest words of caution are this:

The layout looks cool from a room to room basis, but I'm worried that the corridor-y-ness of the whole map could be risky. What I mean is that the map looks fairly thin and rectangular from above, like I can draw it using 90˚ quadrilaterals :O

I'm not saying this is bad, it just means that you might have a lot of entrances/exits that are all fairly close to each other, which sort of defeats the purpose of having multiple entrances/exits to any given place. Sightlines can also be an issue with this sort of layout, but I must admit I envy you for it :p For the first month or two of the contest, I really tried to get out a map of the same style of structure :p