CTF Centrifuge

Sniggyfigbat

L1: Registered
Dec 12, 2011
16
3
I've done a bit of Hammer mapping in the past, but this is my first map uploaded to the forum, and I decided to go with a simple ctf map.

It uses a lot of elements from 2fort (one-way-drop sniper balconies overlooking the main point, protected sewers, upper routes for scouts and sollies), but hopefully it should play fairly uniquely, and be quite a bit of fun.

As of the first uploaded version, I'm not entirely sure about the base interior layout, so expect that to change significantly if it turns out to be badly balanced. Otherwise, this map should be fairly test-ready.

Thanks for any input!
 
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Bunbun

aa
May 18, 2014
401
782
Did you use obsolete? EYE RAPE TIME…………………………….No offense, layout is nice though
 

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
Place some lights down or a light enviroment to fix the fullbright textures.

Light, or at least temporary lighting before texturing, that's what I do.

If this was played on a map, the fullbright would transfer to the next map too, and everyone would be affected. Not fun.

LIghting aside, the map looks like it could be fun, but it looks a bit too open.

Good job so far, though
 

Sniggyfigbat

L1: Registered
Dec 12, 2011
16
3
Place some lights down or a light enviroment to fix the fullbright textures.

Light, or at least temporary lighting before texturing, that's what I do.

If this was played on a map, the fullbright would transfer to the next map too, and everyone would be affected. Not fun.

LIghting aside, the map looks like it could be fun, but it looks a bit too open.

Good job so far, though

Ah, how do you suggest I best do that? I admit, lighting is kinda my weakness. Is there a specific entity I should use to just make sure everything's lit well enough to see?
 

Doktor Richter

L3: Member
Feb 13, 2014
115
89
First, put down a light_environment entity down anywhere in the map, and set its pitch to something around -60 or -80. That makes the sun shine down on your map to light up outdoor areas.

For indoor areas, use the light entity. A lot. Anywhere indoors or in the shade, use light entities to light up. If you open up a light entity, you'll see, under Brightness, four numbers (255 255 255 200). The first three affect the light color, so don't mess with them for temp lighting. The fourth is the actual brightness, so turn that up as much as you need on each light entity and put down a bunch of them to light up indoor areas sufficiently.

That should do for temporary lighting.
 

Sniggyfigbat

L1: Registered
Dec 12, 2011
16
3
First update, from backup 9 to backup 11. See the changelog for more details; tomorrow I'll deal with the lighting. Now I'm going to bed, though.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
All I could think of when I read the title was: "Is this a centri-fudge?"
But in all seriousness, this is pretty good for your first official release. But personally, I would've fixed the lighting before I uploaded.
 

Sniggyfigbat

L1: Registered
Dec 12, 2011
16
3
Second update, from backup 11 to backup 12. I've got some lighting in; I'm very pleased with the result.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Anyway, with that outta the way, it seems like the layout of your map is far too defense-oriented. The access points to the enemy's base are all very narrow, and for crying out loud, you have a ledge looking over the intel. It's worse than 2fort. Also, some rooms are overlit. Might I recommend increasing the width of your doorways, and putting the intel room level with the rest of the map. This will make the map more straight forward, and not too easy to defend. The outdoor bit looks fantastic, though! Kinda reminds me of nucleus. Build off that design, and you should be golden!
 

Sniggyfigbat

L1: Registered
Dec 12, 2011
16
3
Third update, from backup 12 to backup 15. I've done a whole slew of bug-fixing and tweaks, I'm now declaring the map officially in beta. I need some testing, damn it!