sd_liftoff

SD sd_liftoff 2015-12-29

Muddy

Muddy
aa
Sep 5, 2014
2,575
4,592
From the looks of it, you've not got any lighting entities in your map. Lighting is pretty crucial because maps with no lighting will break servers, plus fullbright lighting looks ugly as sin, so please add some lights..

EDIT: Oh, and you've forgotten to build cubemaps (from the funky purple sheen you've got on some of your props). Here's a basic guide to cubemaps.
 
Last edited:

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Just as Mudpie said, you really need to get rid of fullbright.

Also, I didn't encounter and errors with shiny textures (I always have mat_specular set to 1).

Anyway, on proper feedback:

To start off, you have no info_observer_point. info_observer_points are "cameras" spectators (or dead people) can look through in the case of no players alive remaining, and by default, your info_observer_point is at the coordinates 0 0 0 at the moment.
2015-12-29_00001.jpg


Now onto the fullbright.

You might ask yourself, "Why would I still need lights when my map's fully lit?"
Plot twist: it isn't fully lit.

How comes?
This is your map with fullbright enabled:
2015-12-29_00002.jpg


This is your map with fullbright disabled:
2015-12-29_00003.jpg


Yup, pitch dark.

Anyway, let's get moving.
I have looked around your map and I have found some poorly placed props. Possibly because you thought it looked good in a certain angle, or you didn't make the grid small enough.
2015-12-29_00006.jpg

2015-12-29_00007.jpg

2015-12-29_00008.jpg

2015-12-29_00009.jpg

2015-12-29_00010.jpg


Another thing that you should consider is adding player clips to your stairs, so that a player's screen doesn't vibrate with every step taken.
( :playerclip: )

I hope you will improve your map and yourself as a mapper.:D (Even though I only have 3 maps under my belt.)
 

sooshey

:3c
aa
Jan 7, 2015
514
410
I get that you're trying to make something that's unique, but there are a lot of things in your map that could cause problems. There is nothing blocking the sightline from one spawn to the other, so it'll probably just end up being a sniper fight. The high height means pyros will have a field day up top pushing people off and making them take fall damage. Your layout greatly favors scouts and jumping classes because they can quickly reach the top and cap instantly, making other classes pretty much useless.

Also, i meant to add your props seem very haphazardly placed and they make no sense. Why is there a shack laying on its side? How come there's a train car with no track? Why are all the platforms floating? Your saw blades aren't moving either.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642

Unless the stairs are something you specifically want people to shoot through, use block bullet. :)blockbullets:) if you use playerclip then if a rocket hits the side of a stair it blocks off the explosion effectively rendering the rocket useless, whereas if you clip stairs with block bullets the rocket will hit that and the explosion radius will go up the stairs rather than just going in 1 direction.

This explains it well: http://tf2maps.net/threads/tip-splash-damage-bug-what-it-is-how-to-avoid-it.20749/

On a side note the map looks like a clusterfuck. The majority of a map should be made out of brushes and props used sparingly. This looks like the majority is props and brushes are used sparingly.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
I have a feeling that you did not test this all by yourself to check for issues before posting it here.
Don't be afraid to compile your map often just for testing purposes, just run VIS and RAD faster so that compiling takes you less time.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
VIS and RAD faster so that compiling takes you less time.

Tbh you should almost always run them on normal, if the compile is taking too long (over 20~ mins) on normal then you really should optimize your map better than it is. It is a good idea to plan your maps so they wont kill frames in the first place too!