hardwake

CP hardwake _a2

Wister

L1: Registered
Jul 3, 2015
11
2
Hardwake - Symmetrical 5cp w/ simple layout

View attachment 9721

So, here it is, my first map ever.
It's a symmetrical 5cp using a simple layout and the classic rules. I tried to have a 'personnal' layout (I mean, I try to have the more unique point possible).
It will going in a chinese city, close to a chinese port and just next to a mountain, a morning when both team will have drank too much (I'll add more beers the next version, I swear it ;_; ).

What else could I say other that it's that I'm ready for all the advices and whatever you can say on my map !
 
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Wister

L1: Registered
Jul 3, 2015
11
2
Next, I'm thinking on things :

  • Understand why my env_cubemaps don't work.
  • Optimize my map (damn you areaportal ! )
  • Be sure the last point is not too much sniper-friendly
  • Maybe rework the second point, I'm feeling like it's too dark and the roof too low.
And again, anythings you could say will be pretty helpful o/
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Did you build your cubemaps? You gotta use the console command buildcubemaps to build them.

Your map is early in development, don't worry about optimization until you reach Beta

Just some simple things. Also I don't recommend building cubemaps at such an early stage. It jsut adds bloat to the file size when you don't need it.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Your map is early in development, don't worry about optimization until you reach Beta
I wouldn't say forgo optimisation completely, even in early development I'd recommend at least having some areaportals since 24 players running around firing rockets and grenades at eachother can bring down your framerate significantly.
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
If you need help building your cube maps there's a great guide here. Good luck with your map.
 

ades

L4: Comfortable Member
Jun 27, 2014
165
58
I gotta say for you first map this is mind blowing I can see alot of great stuff coming from you in the future
 

Wister

L1: Registered
Jul 3, 2015
11
2
I wouldn't say forgo optimisation completely, even in early development I'd recommend at least having some areaportals since 24 players running around firing rockets and grenades at eachother can bring down your framerate significantly.

As I said, I've to work on the optimisation but it's maybe the only part of the mapping that make me have some bad time (areaportal made my compile fail, my 3d skybox attempt didn't worked and I'm still not totally sure what should be func_detail (I used it a bit and presumed it wasn't so used cause my map doesn't have that lot of details).
But I will try to had all these things to the A2, starting to read all the things people gave to me.
And I tried with 31 bots, it wasn't too bad for my poor computer.

I gotta say for you first map this is mind blowing I can see alot of great stuff coming from you in the future

Ahah, all that for me ? And of course, thanks ! x3
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
func_details make the compile time go way down, but it doesn't count as a solid wall to the compiler, so you cannot use it to touch the void or anything.
 

Wister

L1: Registered
Jul 3, 2015
11
2
So, here's my _a2 with some changes ! :

  • 1st point, Last :
-Totally rework the spawn, my first try to do something more or less textured as it shouldn't change on the time, I tried ! It's now smaller too and the spawn are place to make the medics able to heal on the 5 pre-round seconds.
-I rework the tunnel on the left of the point, making it smaller and with better heigh varition, blocking too the view from the point to made people able to hide in.
-I do a better job with the snipers sightlines, and even if it's still not perfect, it's way better.
-I added wall to the left door, making the medics able to hide and letting any classes a place to spam.
-Added a rock and blocked a window on the right door, making the path safer and adding to height variation here.

Read the rest of this update entry...
 
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