CTF bigfort

Yaram

L1: Registered
Sep 13, 2012
6
0
CTF_BIGFORT

This map borrows heavily from 2fort.

This is the first serious map I have done and the first map I have released.

I hope you like my map and suggest improvements if you have any! :D
 

Jyyst

L1: Registered
Aug 24, 2012
33
10
That is a good start.

Now you should add some variety and cover. The whole map feels empty with no props and so few brushes.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
That is a good start.

Now you should add some variety and cover. The whole map feels empty with no props and so few brushes.

I'll have to disagree on the approach here, as making some big rooms AND THEN adding some stuff to duck behind isn't really something that will create a good map.

I think you should try to add some more variation to the layout itself. Height variation, alternative routes and main areas are very important to tf2 mapping :cool1:
 
T

The Asylum

big open spaces are a good thing.... so long as there's just one per map.

Also, everything looks really symmetrical. And I don't mean copy/pasting one base and flipping it around 180*, but both width and lengthwise. If you're going for that 12 v 12 standard gameplay this isn't a good thing.
 

Yaram

L1: Registered
Sep 13, 2012
6
0
Thanks everyone for your input. I will definitely be taking it into consideration.
 

ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
Yeah big open areas bring up nightmares of CTF_HelmsDeep. A giant field with a not so epic castle on each side. 3 classes were played demo,sniper,scout. Demo was played for the sticky jumps. I hate open areas,hopefully you're like me and create semi-large areas and have plans to fill up space. Hope you can edit this a bit.

Tip: make a brush of gravel,sand,or something of the sort and turn it into a displacement.Sculpt it so it looks like a pile of your chosen material. Add props to complete the scene e.g.dump-truck
 
Last edited: