CP Draft House

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Im going to be honest, I wont release any full content for the time being. However the mode has been updated to either 5 or 3 CP
 
Last edited:

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Honestly I'm not sure how anyone is supposed to assist you if there are no details. Anyways, if your plan has some kind of grand setpiece, it's probably better as A/D cp, unless said setpiece is at the mid point, then it could be 5cp.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Honestly I'm not sure how anyone is supposed to assist you if there are no details. Anyways, if your plan has some kind of grand setpiece, it's probably better as A/D cp, unless said setpiece is at the mid point, then it could be 5cp.

yea sorry, I am really early into the planning phase; and the file name is cp_draft_house, and playing around with the red spawn format; decided to make it a 5/3 cp map (it doesn't matter
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
hey, just a heads up. I haven't been actively working on this map as I would others (just so I don't burn out that fast) but I am diligently working on getting a playable Alpha stage released of a 6/7 CP
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
I will be uploading a few alpha images here shortly
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Update :d
 

Egan

aa
Feb 14, 2010
1,375
1,721
Hey we tested out your map in the recent impromptu playtest but it appears you only have one respawn point in the map. You will need separate respawn points for each team, selecting in each the specific team choice from the dropdown list:

hb1Aopf.png


Here's a quick tutorial page on how to create your first spawn room:
https://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom

The basic premise is that there should be a dedicated room for each team to spawn in, a door to close it off from the rest of the map, and a 'respawn room visualizer' which blocks enemy players from entering into the spawn room (all described in the above link).

------------------

Generally your map layout seems a little bit small, and a little bit random. For gameplay reasons you may want to simply copy the geometry you have at the moment, copy it, paste it, and rotate the pasted copy 180 degrees (ctrl + M for rotate dialogue):

nenwhbn.png


yLFxQtl.png


The floor of the map being just skybox means players will just fall and get stuck down there, you may want to simply, for the sake of quickness, add a trigger brush and make it a hurt zone (so people who fall down there just die):

94NwBPh.png


DdSL4DX.png


3GS81GL.png


Your map will also require an objective! If you have ABS's mapping resource pack installed you can open the gametype library and copy/paste out the objective entities for your map to function.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Hey we tested out your map in the recent impromptu playtest but it appears you only have one respawn point in the map. You will need separate respawn points for each team, selecting in each the specific team choice from the dropdown list:

hb1Aopf.png


Here's a quick tutorial page on how to create your first spawn room:
https://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom

The basic premise is that there should be a dedicated room for each team to spawn in, a door to close it off from the rest of the map, and a 'respawn room visualizer' which blocks enemy players from entering into the spawn room (all described in the above link).

------------------

Generally your map layout seems a little bit small, and a little bit random. For gameplay reasons you may want to simply copy the geometry you have at the moment, copy it, paste it, and rotate the pasted copy 180 degrees (ctrl + M for rotate dialogue):

nenwhbn.png


yLFxQtl.png


The floor of the map being just skybox means players will just fall and get stuck down there, you may want to simply, for the sake of quickness, add a trigger brush and make it a hurt zone (so people who fall down there just die):

94NwBPh.png


DdSL4DX.png


3GS81GL.png


Your map will also require an objective! If you have ABS's mapping resource pack installed you can open the gametype library and copy/paste out the objective entities for your map to function.

you do realize the state hasn't even hit Alpha version1
its still in planning, so im still working out spawn areas and point set up; it is a 7CP map (3 for each team plus the center point) and its still in the planning phase, I uploaded this just to show another community the progress... that is also a inconsistent week's worth of work.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
Why make a map downloadable if it hasn't even hit alpha?

Why make a thread, even?

You have just received a quite in-depth post full of criticism, going "Well DUH it is not done get off my back" isn't really the way to take it.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Why make a map downloadable if it hasn't even hit alpha?

Why make a thread, even?

You have just received a quite in-depth post full of criticism, going "Well DUH it is not done get off my back" isn't really the way to take it.

well to be fair, I often work capture point at a time
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
Working one capture point at a time is all fine and dandy. Uploading a map as a .bsp until it's actually PLAYABLE is wholly pointless.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Working one capture point at a time is all fine and dandy. Uploading a map as a .bsp until it's actually PLAYABLE is wholly pointless.

and im a map maker for the FUG world community... I uploaded it so they can view it... I wont update till it hits alpha
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Then why not post the download over there instead, rather than adding it to this thread?