CP Untitled

Aulli

L4: Comfortable Member
Jul 28, 2012
188
204
My first actual map, I tried hard (and read all the threads I could) to make this not bad. I think I did fairly well for no previous experience, but it's not great by any means.

It's a 5cp map set in a storage/transfer facility in an industrial area away from the city, and the actual facility is mostly underground.

The last control point is quite open and has a lot of paths to it, so it requires 3 people to initiate capture, and has a capture rate of around 5 seconds (probably going to be changed), I wanted to prevent back capping, or one person somehow getting behind the defense and winning quickly.
When the 2nd control point is captured, some of the main entrances to the base close, So the attacking team has less paths to the last cp, making it a little easier to defend. ..But, there's still ways to get to some of the paths that the doors block.

Update, after being lazy and not working on it for a long time, I got back to mapping and touched up the map a bit.

Also, on the BLU side stairs up to the fortifications there's a glitched texture on the wall that always appears no matter what I do, I have no idea how to get rid of it.

I can't think of a name for this, so any suggestions for a name would be great
 
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Aulli

L4: Comfortable Member
Jul 28, 2012
188
204
As said, I'm going to be re-working the middle area.
Thanks for the feedback though!
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
You may have a few minor scaling problems (protip: don't listen to anything I have to say about scaling, I've failed scaling horribly and consistently) and that area in the first shot definitely needs some spicing up. That being said, you should be pretty damn proud of yourself. For the first version of a first map, it looks like you've gotten an absolutely amazing amount of stuff right, at least judging from those screenshots.

Once you get it played in a gameday you'll probably get heaped in negative criticism (and quite likely be forced to scrap and redo big parts of the map), but don't let that get you down. Feedback tends to be mostly negative as it usually focuses on what needs to be changed, and judging by those pictures you're doing incredibly well considering your level of experience. Be proud and keep it up!

Unless you end up making high-quality rc of this before I manage to do the same with Sanitarium. If you do, fuck you.
 

Lhimez

L1: Registered
Jul 29, 2012
10
3
Do you mean you cant capture the point without three people? What if two of them died in the battle? Or is that just a tactical assumption you made? And you know, preventing back capping can really steal some of those glorious moments you see every now and again. Though, I suppose Im only saying that being a scout.
 

Aulli

L4: Comfortable Member
Jul 28, 2012
188
204
Do you mean you cant capture the point without three people? What if two of them died in the battle? Or is that just a tactical assumption you made? And you know, preventing back capping can really steal some of those glorious moments you see every now and again. Though, I suppose Im only saying that being a scout.

I kindof felt it was required, because there's a bunch of ways somebody could sneak through the defence and jump on the point, and I didn't really want to require somebody standing on it at all times to prevent that.
 

Lhimez

L1: Registered
Jul 29, 2012
10
3
Note, though, that alot of those entrances will be covered by sentries, assuming its intended for pubs. And limiting the options for the attackers (that, at the moment, have alot of them) should greatly prevent back capping, without any rules that doesnt apply to any other map. And in case your 'reworking' of the middle wasnt just putting that contest point on a platform (which was a good move, if not enough), Id suggest trying to not make it look like a rat cage (a rectangular box); it would add to the experience.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Mid point is very open and I'm hungry. I'm gonna get some sandviches.
Further, I think it looks fairly good, but I'm not a fan of the light_environment settings. Seems too greenish in some way.
 

Aulli

L4: Comfortable Member
Jul 28, 2012
188
204
I'm back, and I added a download now.

Also, as stated up in the original post, any fixes for that annoying texture glitch would be quite welcomed.
 

xzzy

aa
Jan 30, 2010
815
531
Post a screenshot of it so we don't have to load the map to figure out what you're talking about.

Your texturing needs work in general. Those black bands you have on the concrete wall are supposed to be plastic wall base along the floor, and you've got them hovering 4 feet off the ground.
 

ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
In the 2nd screenshot you may want to edit the cliff walls and make them displacements.Flat cliffs don't exist.Even the smoothest ones have bumps. Think of where your eye is lead. Long corridors,Tall Objects, Lighting Effects,Objective based Props. In particular of what I'm getting at is lighting and corridors.The opening to the sky is a basically a large vertical corridor with a lighting effect coming through.Your eye is drawn to that, so then your displacements are noticed.This could be good or bad depending on how good you are at sculpting displacements.You can also add protruding rock props sticking from the wall to close up some space to limit light intake if you'd like to limit player attention to the area.

Edit: In the first picture the wooden beams on the red building really stand out against the white building material.Look for other materials, one I'm think of is burnt/burned beam.Don't worry doesn't really look like it was burned a whole lot if at all.
 
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Aulli

L4: Comfortable Member
Jul 28, 2012
188
204
@xzzy

E5B345FE2F86BC2CE1CA20C3C49E285BCC00E3EA

Here's a picture (if it works...)
Also, I know that now, but I didn't when I started mapping with the texture, but I decided it doesn't look that bad and decided to leave it there (be lazy).


@ ROFLsnakes:
The cliff walls actually do have displacements, it's just really hard to see from that perspective I now realize. Possibly I could slant them outwards a bit, and as you said, add prop rocks, to make it look better.

And about the contrast with the wood and the walls, I see what you mean, although it's not very noticeable in-game, I will try to find a more fitting wood texture for it.
 

xzzy

aa
Jan 30, 2010
815
531
I'm not sure what's going on there. You sure there isn't a brush there with that texture applied to it?

Does the texture flicker at all if you move around? That would be a sure sign of z-fighting, which means you have two brush faces occupying the same place.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Looks better than the vast majority of "first" maps I see around here, that said, still doesn't look that good.

Still worth submitting to a gameday so that you can better understand how what you've made will function, but it's not worth finishing, over starting something new with what you learn from it.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I'll dl and have a go. I'm bored and have nothing better to do ('cept homework, but who cared about that...

Some things i noticed:

  • The file is called "5cp_untitled". Consider calling it "cp_untitled" so it goes with the general naming format.
  • Some of the stairs are pretty big; usually, each step is about 12x8
  • There is setup time in the map. Pretty damn pointless, since both teams are waiting to storm towards the center point (Unlike maps like dustbowl, where one team needs time to set up a proper defense.)
  • The second points, are quite hard to find. It's like they're hidden in the system of corridors.
  • Said corridors are quite narrow and maze-like.
 
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Aulli

L4: Comfortable Member
Jul 28, 2012
188
204
I'm not sure what's going on there. You sure there isn't a brush there with that texture applied to it?

Does the texture flicker at all if you move around? That would be a sure sign of z-fighting, which means you have two brush faces occupying the same place.

No z-fighting here, I even tried taking apart that area, and there's no brushes that could be responsible for this texture.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Could be a texture axis perpendicular to the face or something else weird, I've had it happen before. Hit Alt + P and see if Hammer yells at you about anything.