PL Snowy Winter [Deleted]

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Noobz4Life

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Oct 20, 2015
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Snowy Winter - Alpha map,2 bases,buildings,snow,death-pit

Looks like blu and red found themselfs in a winter town.Lets see how this turns up.


Hello Everyone!I am proud to present

pl_snowywinter

My first released TF2 Map.


This map contains 2 bases,buildings,way to get onto some roofs,falling off the map kills you.


NOTE:This map DOESN'T contain spectator cameras yet,there is only the payload camera.


Please comment any bugs you find.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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Please don't post a download for your map if it's in an unplayable state.

Also, alpha versions of a map should be fully playable. Don't waste version numbers by doing full compiles on a map that doesn't (judging by the screenshots) have a finished layout.
 
S

saph

First off, make it more obvious that there's a cliff (when you fall off) or put a wall by BLU spawn. Personally, I'd remove the pickups and all the things on the roof because it's just extra stuff that might make the initial push slow. I do have some texture fighting at both doors after setup. The door that is opened feels clunky and the doorway is a bit small. I'd open it up and if you really want to keep the door, place a crate next to it or something to fill the corner. The first point is very open. The little box (with the opening doors) isn't really necessary. All of the corridors are very narrow. I dislike the courtyard in the middle because it allows BLU to get all the way to final while leaving the cart at the initial start still. The rooftops provide a huge advantage for explosive or spammy classes such as the soldier, so I'd keep this to a minimum. (Badwater has two sections with a huge advantage, but this map is mostly that.) All the points are the same, and they are all undeveloped. Personally, I would not have the third point be that close to the final pit. Using the door dev textures don't really look great one huge surfaces, such as the RED spawn doors.

Overall, I'd like to see these before I'd play the map:
  • walls or cliffs that fall more than a few units
  • fixed up geometry (such as the roofs and the door before first)
  • more variation in landscape (The map is very flat.)
  • developed points
  • less rooftop space
  • more straightforward flanking routes (I don't think a curve should be straight from BLU to RED, maybe make it S-shaped for better flanks.)
 

Noobz4Life

L1: Registered
Oct 20, 2015
15
0
First off, make it more obvious that there's a cliff (when you fall off) or put a wall by BLU spawn. Personally, I'd remove the pickups and all the things on the roof because it's just extra stuff that might make the initial push slow. I do have some texture fighting at both doors after setup. The door that is opened feels clunky and the doorway is a bit small. I'd open it up and if you really want to keep the door, place a crate next to it or something to fill the corner. The first point is very open. The little box (with the opening doors) isn't really necessary. All of the corridors are very narrow. I dislike the courtyard in the middle because it allows BLU to get all the way to final while leaving the cart at the initial start still. The rooftops provide a huge advantage for explosive or spammy classes such as the soldier, so I'd keep this to a minimum. (Badwater has two sections with a huge advantage, but this map is mostly that.) All the points are the same, and they are all undeveloped. Personally, I would not have the third point be that close to the final pit. Using the door dev textures don't really look great one huge surfaces, such as the RED spawn doors.

Overall, I'd like to see these before I'd play the map:
  • walls or cliffs that fall more than a few units
  • fixed up geometry (such as the roofs and the door before first)
  • more variation in landscape (The map is very flat.)
  • developed points
  • less rooftop space
  • more straightforward flanking routes (I don't think a curve should be straight from BLU to RED, maybe make it S-shaped for better flanks.)




I am fixing less rooftop space and adding more buildings.

Also that third point is being there for a placeholder until I can find a spot to put it.
 

Noobz4Life

L1: Registered
Oct 20, 2015
15
0
Added more buildings.
Removed Access to behind buildings
Made the fan death-trap into a incinerator
Added a warning sound to the death-trap
Changed blu spawn lights into spotlights
Add prop_static's for blu's lights
I stopped putting the nav file inside the .bsp

There might be more that I forgot!

Read the rest of this update entry...
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
1,025
Looks like it's entirely made of flat corridors.
 

Noobz4Life

L1: Registered
Oct 20, 2015
15
0
+Fence now is blocking you from getting in the ally(You can't jump over it either.so dont even try.

+Replaced ramps in building with stairs.

+Reduced Brush Count by removing some brushes and resizing others.

+Possibly improved performance.

?Well.You gotta find out for yourself.Good luck!

Read the rest of this update entry...
 
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