ctf_cliffside

CTF ctf_cliffside A8

PevWolf

Un-Notable Member
Sep 20, 2015
120
86
Some notes before we begin:
- This is my first map
- I did my research and read tutorials, but some of this stuff might be crap. If so, please help by leaving a comment
- I am not an experienced mapper, so if there is anything you can help me with, please comment

Screenshots coming soon.

Change Log:

A8:
- Fixed texture issues

A7:
- Added an underground path

A6:
- Fixed red spawn's doors

A5:
- Added respawnroom visualizers
- Posted screenshots

A4:
- Added lighting
- Added like 1 overlay
- Moved small shack in field away from cliff some

A3:
- Added link between the platforms in middle building
- Flipped around small building in courtyard

A2:
- Added spawnroom to side of map.
- Made bridge over spawn-area from spawn to the middle building.

A1:
- First release! :)

To Do:
- Maybe name change
 
Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
1. I can guarantee that the name cliffside has been taken.
2. Add lighting. We don't test maps that use fullbright because it breaks the server and looks hideous.
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
A couple of kinda interrelated layout points:
-the two intel room enterences can be pretty easily watched by the same person/sentry. I know 2fort does it but it's not always the best role model
-the intel is behind the team's spawn. If there were other routes it might be less severe an issue (one intel route in 2fort and turbine goes right by spawn) but it encourages the other team to camp spawn in order to steal the intel.
-the map is quite long and narrow. This tends to discourage alternate routes (see above) and encourage overpowered sniper sightlines if you aren't careful
-the courtyards could probably use some cover, they look a bit large and barren.
 

PevWolf

Un-Notable Member
Sep 20, 2015
120
86
A2 Update:

- Moved spawnroom to side of map.
- Made bridge over spawn-area from spawn to the middle building.
 
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PevWolf

Un-Notable Member
Sep 20, 2015
120
86
A4 Out!

Changes:
- Added lighting
- Added like 1 overlay
- Moved small shack in field away from cliff some

Also thinking about putting this map up for a gameday when a5 comes out.
I am new and don't really know too much and this map only has 2 replies, so I will probably just have to experiment until I get some more help.

Read the rest of this update entry...
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
You should post a screenshot of the map now that it has lighting so people can see what they are downloading.
 

PevWolf

Un-Notable Member
Sep 20, 2015
120
86
A5 Out!

Changes:
- Added respawnroom visualizers
- Posted screenshots

Will sign up for impromptu soon!
 
Last edited:

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Not trying to be mean or anything, but it doesn't seem to me that you have checked the feedback/demo of this map getting play tested. We noticed that the map is very flat, straight, and has giant sight lines. Thoughts were some of the major things we pointed out, but there was a lot more feedback. But it seems the only thing in this recent update is some texture fixes, instead of majorly changing the gameplay and design of your map to make it enjoyable. If you don't know how to access the feedback page, here is a link: http://feedback.tf2maps.net/

Just search up your map name and find the right version. With this you can see what people have said via the feedback plugin (!fb and !gf), view demos/recordings of your map being played on (useful for listening to what people are saying on the mic for feedback), and you are able to download the feedback as a VMF filled with nodes that you can copy and paste into your map and view them. I HIGHLY consider using the feedback you get to make each version better than the last.