CP Hangar

apparently

  • polls need

    Votes: 1 12.5%
  • two options

    Votes: 7 87.5%

  • Total voters
    8

HQDefault

...what
aa
Aug 6, 2014
1,056
535
current version: b5


Here's a flythrough:

An adopted map I got off the orphan repository. It was originally a 5-cp map, titled cp_command, created by Captain Clam himself :) Looking at the map, I thought it had potential, and I wanted to try my hand at it.

Now let's talk detailing for a second. The theme is supposed to be a James-Bond style landscape, and while the buildings are supposed to be spytech-ish and everything, however, it's supposed to also be REALLY cheaply built, while not necessarily rustic. So you'll be seeing a lot of cheap metal textures, with trainyard and spytech props. Also, most of the time detailing is not final. I will improve in later.

Are screenshots up to date? -Good enough :blush:

STORY: The year is 1974, and Mann Co. is nearing victory in the robot wars. Reliable Excavation and Demolition was bought out by Mr. Hale's cousin, Alexander Hale, thus bringing them back into business. For the time being, the mercenaries and equipment owned by R.E.D. were all being put to work to help Mann Co. finish the robots off for good. In the attempt to speed up delivery of weapons and other supplies, Mr. Alexander ordered to have a secret hangar carved into the side of Mount Knifeback, simply titled: Command Site. The plane was controlled automatically via autopilot, could swiftly transfer equipment thanks to it's light chassis, and could self-destruct in a pinch. With the excitement of RED team's new accomplishments, the BLU team was getting jealous beacuse they were going broke and weren't getting to bust any heads. So, they devised a sabotage plan entitled: Operation Hangar. Thankfully, BLU already had a small plot of land bought nearby the hangar, giving them a close advantage for battle.

Suddenly finding themselves re-locked in battle, while having a plane to command all the way back to Mannworks, RED has to prepare to defend themselves for the epic battle of Hangar.
 
Last edited by a moderator:

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Awesome! I'm looking forward to seeing what you do with this map!
As a side note, as an early mapper, I overscaled large sections of this map, noticable around second point. You'll want to lower those ledges by about 256 units or more to create a better gameplay experience.

Actually, looking at it now, the overscaling isn't that big of a problem when converted to attack/defend. Especially in the Hangar building, it makes the area seem a bit more ominous. To be honest, if It weren't for the overscaling, the hangar theme wouldn't exist.
 

Nopey

L1: Registered
Aug 15, 2014
22
2
An overview would be good, to show off the layout
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
I played through the map with bots, and noticed some things... many of these are problems from my original version of the map.
1. Your change to A/D was a good decision!
2. You REALLY need to reduce the size of the ledges... by at least 128 units, if not more.
3. "A" needs more entrances... as it stands, RED is able to cluster on the point and shoot anyone who comes near.
4. The balcony across the bridge from "A" is a strong sentry spot that is hard to combat. I suggest making the gap smaller.
5. The duct exit from spawns is not a viable strategy, as it is basically a giant tube straight out of spawn. A single sentry could close down the entire route.
6. The red slope connecting BLU spawn to "A" is too long. Shorten it.
7. The area that was once the forward spawn for RED should now be a forward spawn for BLU, rather than a pointless flank.
8."B"'s ramps should be shortened, and something should be done to prevent soldiers spamming rockets into the entrance to that area.
9. RED's spawn is missing a func_respawnroom, and it also needs more spawn points.
10. In "A" it is too easy to be airblasted into the deathpit. I would suggest adding some cover around the point.
11. Many segments of the map are very straight or boxy. Add some interest to the map.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
I played through the map with bots, and noticed some things... many of these are problems from my original version of the map.
1. Your change to A/D was a good decision!
2. You REALLY need to reduce the size of the ledges... by at least 128 units, if not more.
3. "A" needs more entrances... as it stands, RED is able to cluster on the point and shoot anyone who comes near.
4. The balcony across the bridge from "A" is a strong sentry spot that is hard to combat. I suggest making the gap smaller.
5. The duct exit from spawns is not a viable strategy, as it is basically a giant tube straight out of spawn. A single sentry could close down the entire route.
6. The red slope connecting BLU spawn to "A" is too long. Shorten it.
7. The area that was once the forward spawn for RED should now be a forward spawn for BLU, rather than a pointless flank.
8."B"'s ramps should be shortened, and something should be done to prevent soldiers spamming rockets into the entrance to that area.
9. RED's spawn is missing a func_respawnroom, and it also needs more spawn points.
10. In "A" it is too easy to be airblasted into the deathpit. I would suggest adding some cover around the point.
11. Many segments of the map are very straight or boxy. Add some interest to the map.

I'll keep this in mind. As of right now, I have the map signed up for gameday tomorrow, so I'm gonna wait till the player feedback is in before I start making the MAJOR layout changes that come with Alpha 3.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Updated to alpha 3! http://forums.tf2maps.net/downloads.php?do=file&id=5809
-redid Blu's spawn
-moved Blu's spawn closer to a
-got rid of that stupid hallway
-redid battlement vents to be, well, not vents
-connected open area to battlements path
-swapped out full health pack in battlements room for medium
-expanded battlements room
-lowered high areas by 128 hammer units
-covered part of battlements near A
-covered back battlements in hangar
-changed plane slightly
-removed death pit from A
-Moved capture point A to ground level
-added a roof where A used to be
-re-textured ground near A to be snowy
-added a train car with full health inside
-enclosed a room in between A and the hangar
-removed bridge from battlements to A
-covered up the small room in front of A
-put B in data link room
-put a copy of the data link room on top of B
-minor aesthetic changes
-increased red's spawn time
-added a ramp from the small room in front of A to battlements room
-removed func_nobuild from B
-removed Herobrine
 
Sep 7, 2012
638
500
Criticism:

Your skybox is too low. Make sure that your skybox is at least 512 hammer units higher than the highest platform you want players to be able to access.

All your rooms are boring. The ceilings are too low, and they tend to be large, flat, and chokey.

Your ramps are too steep. Try a 2:3 slope instead of a 1:1 and you'll notice how it looks a lot more inviting to play on.

That shipping crate with the large health in it is ridiculous.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Criticism:

Your skybox is too low. Make sure that your skybox is at least 512 hammer units higher than the highest platform you want players to be able to access.

All your rooms are boring. The ceilings are too low, and they tend to be large, flat, and chokey.

Your ramps are too steep. Try a 2:3 slope instead of a 1:1 and you'll notice how it looks a lot more inviting to play on.

That shipping crate with the large health in it is ridiculous.

A : I can fix that no problemo :)
B : I have some ideas
C : Most of what is currently ramps will be stairs after detailing, so they won't look as stupid.
D : Good ridiculous, or bad ridiculous? Because that was kind of the intention.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Updated to alpha 5! http://forums.tf2maps.net/downloads.php?do=file&id=5817
-shrunk A's capture zone
-added a raised area for A to sit on
-added a flank route B
-added a building near B
-changed some health and ammo around
-moved the plane around
-moved B closer to Red's spawn
-added a fence in front of Red's spawn
-added some more props
-added a ramp from the A flank route to the hangar
-fixed Red's spawn
-fixed light_environment
-minor aesthetic changes
-removed herobrine
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
OKAY, so I've been thinking, things have been starting to shine for the map, and A in general is starting to look pretty promising. So, I'm going to put up a poll asking if I should start detailing or if I should wait.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
So, I know you guys told me not to start detailing yet, but I have some excuses and/or reasons for doing so:
A- The spot that I picked I liked being there a lot, and I knew that other people enjoyed it too. (People at least weren't complaining about it)
B- I was bored
C- I wanted to know if I was any good at detailing, and sure enough, I am :)
D- I wanted a frame of reference for the rest of my map
E- Screw you guys, it's my map C:<
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
So, alpha 8 has been released. And I'm not proud of the tiny amount of things done this update.

So, Egan, if you're reading this, I'd really like one of your magic feedback videos now more than ever :/ All the feedback I got, even though I said even IDEAS were welcome, feedback was either something that could be fixed later, something that didn't matter, or something I didn't understand / thought was wrong. I REALLY did not want to ask you during the gameday, as I thought I would be asking for to much. But I'm running out of ideas, and the feedback I'm getting just isn't cutting it. So, I left myself no choice. Please?
 
Sep 7, 2012
638
500
something that could be fixed later

Fix it now.

This map is still not "good". It certainly has improved, but you've got a long way to go before it's presentable. In the next few days I will try to get some information your way regarding this.

In the meantime, why not shake up your displacement floors and walls? Right now all your outside areas seem blocky and boring. Just messing with "Noise" isn't going to make it much better, put some real high ground in there and have fun with it! I can tell you're not comfortable with displacements yet by looking at your map, and it's something worth learning.