ctf_strong_hold_a1

soup!

L1: Registered
Jun 30, 2008
23
0
ctf_LongestYard_a2

http://forums.tf2maps.net/downloads.php?do=file&id=514

Now then Alpha 2 is done, I just have to add a little more stuff like
-DETAIL
-Playtesting, again if anyone wants to help me playtest,even for a little bit then that would be apreciated.



Heres what I added:
-Moved the catwalk in the middle down a bit, now scouts can get on it by jumping through the middle
-Added sewers/underground vents, only useful for Demomen and Soldier
-Added light props where lights were
-Increased size of the spawn room
- Added some no draw textures for optimization
-Changed some textures on the stairs, and made them func_detail.

ALPHA ONE STUFF BELOW----------------------------------------

I had nowhere else to upload it lol. I just finished this the other day (not finished finished, but the layout and the entities) It's not 100% done, but it's playable, here is what I have left.

-Add Light Props do all the places where a light_spot is located

-Detail

-Playetest so that I can figure out how i should change the layout. If anyone want's to run a playtest on there server please let me know, I can get a group of my friends to join and stuff even if its only for 5-10 minutes.

This is my first map, so I might don't have any expert experience.
http://i35.tinypic.com/11c62j9.png

http://i35.tinypic.com/34h8glw.png

http://i33.tinypic.com/30w00ow.png

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Last edited:

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
CP_Strong_hold_a1:

Considering its in alpha and its your first map its pretty decent.

1. First thing I noticed, spawn rooms are way too small, on a full server there will be spawning right on top of each other.

2. I'm confused on your design choice of having buildings complete with windows INSIDE of the main structure...

3. you need side routes, right now there are 3-5 rooms connected in a straight line. yes there are about three doors connecting each room, but you still have to go through each room. 2 engies, and a demoman can pretty much lock a team down pretty good defense-wise, heck, one sentry in a a good spot can be an insurmountable obstacle for a few classes here.

4. Stairs lack realism and vary from room to room. try making all your blue stairs look the same and your red stairs look the same, this will help you build your level's "theme". also try not to be so blocky with the stairs, make them look more realistic by making each step more flat, with other brushes added to tie them together into a staircase. when you're finished select them and make them all func_detail so the complex brushwork wont lower framerates (this map is pretty small, so I doubt framerates would be too much of a problem, but good habits start early)

5. Posting screenshots will get you a lot more feedback in this forum, most people can point out problems or offer suggestions right away from screenshots, and it saves a lot of time compared to playing the level.
 
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soup!

L1: Registered
Jun 30, 2008
23
0
Thanks a lot Dox! I understand how you must have went into this without screen shots, I appreciate that. Thanks for the feed back. I'll be posting up screens soon.

And you are right. Adding a sewer would make more sense. Now the reason I added buildings into the base itself is, well I thought it was a little wacky and so I wanted to see how it would look. I think it came out pretty decent. Thanks for the feedback again.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Set yourself as observer.

in the console do the following
sv_cheats 1 <- to allow the next commands
noclip (if you're not observer)
cl_drawhud 0
 

soup!

L1: Registered
Jun 30, 2008
23
0
ALPHA2 is up, and I need to change the title if an admin can change it too [WIP]ctf_Longest_Yard

Thanks guys, and keep the comment coming :)