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CTF Safehouse: A capture the flag map (NEED TESTERS) 2015-09-08

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
The Safehouse Megathread! If you find errors, then please comment!
 
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Hi, there.

There are at least two other maps that use the name ctf_warehouse. You might want to consider changing yours.

http://tf2.gamebanana.com/maps/52994
http://tf2.gamebanana.com/maps/143414

The quickest way to get your map tested is to join the TF2maps.net Steam group chat room and ask about an impromptu testing session. Be advised, though, that at the moment we have testing sessions for the recent 72hr mapping competition, that takes place on the Monday, Wednesday and Friday of each week, so you may not be able to have your map tested at a convenient time. It's more important right now to keep an eye on any possible testing opportunities, so do join the chat and ask about an impromptu (imp).

Thanks,

Matty
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Alright, I changed the map name.
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,545
From the screenshot it looks like your map's scale is pretty good, but having that many props in such a small space looks awful and distracts the player.

Why do I get the feeling it is similar to a Half-Life Deathmatch map?

It does have a bit of a black mesa vibe now that i think about it
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
From the screenshot it looks like your map's scale is pretty good, but having that many props in such a small space looks awful and distracts the player.



It does have a bit of a black mesa vibe now that i think about it

I might want to fix the placement for props, you're right. I did get the Idea from a sequence from Half - Life where you had to dodge a number of assassins in a massive warehouse. I then thought that it would fit the theme to have this "Abandoned" warehouse feel.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Big Update!!! Fixed many of the bugs play testers on the EU server were complaining about.

Download now!
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
We gonna need more screenshots than just that room. Also, please be specific with what you changed in the new version.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
CTF maps use the map timer by default. Since you ran the map via console there's no time limit.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
So i went around it and here is my feedback:

The first thing i saw was that there are no spectator cameras.
Solution: Add a few info_observer_point to your map
D7dn2cb.jpg



The next thing i noticed is that there is only one spawn exit.
Solution: Spread out your spawn room and add several doors to different areas, each main spawn must have AT LEAST 2 exits
wp33DQ7.jpg



OH GOD THIS IS JUST AWFUL, I COULD SPAWNCAMP ENEMIES ALL THE WAY FROM MY OWN SPAWN.
Solution: Add doors, props to block off these sniper sight lines
8rzYckO.jpg



I can open the enemy's spawn door, this could lead to some serious spawncamping.
Solution: Add 2 filter_activator_tfteam entities to the map, name each one blu_filter and red_filter, then the trigger_multiple's Filter Name property should be set to your filter_activator_tfteam's name to make the door team-specific.
06mYXuS.jpg



This vent is dark.
Solution: Add a light inside.
bAm5hA5.jpg




Thats all for now, not bad for your first map (it's so much better than my first one), i'll give you some more layout related feedback later.

What about the layout?