CTF ctf_fnaf [Deleted]

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Cynder loves Portal

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Jan 9, 2016
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ctf_fnaf - Beta

This is an FNAF Themed map i built from scratch.

The red Spawn room is behind a secret door that only a member of the red team can open.


There may be a leak in the blue spawn area.
If there is please tell me. Thx.

Features
  • Fully fuctional security office with camera (Cameras work in Garrys mod, HL2 and SFM)
  • You could disable the security room doors by taking out the main power breaker.
 

sooshey

:3c
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Jan 7, 2015
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You can check for leaks by reading the compile log. If something leaked it will say exactly what caused it on a line surrounded by asterisks.
 

Cynder loves Portal

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Jan 9, 2016
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I'll do another compile and look for that. Thx for the advice!
 

sooshey

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Jan 7, 2015
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I just took a look at your map.
  • It's very obvious you came from gmod as a mapper, and while they may be similar, you can't take gmod map layouts and put them into TF2 without changing anything. This map looks and feels 100% like a gmod map and 0% like a TF2 map.
  • All of your walls have a missing texture and the kitchen has missing models. Google how to pack custom content into your maps.
  • Your map is ctf yet it's asymmetrical and the intels are in two completely different areas. It seems like red will have a much harder time capping blu's intel because blu's intel is literally right outside their spawn door.
  • Your entire map is the same height level and the big rooms have no cover whatsoever, meaning snipers will have a field day. Since it's supposed to be FNAF themed, might I suggest tables, booths, and dividing walls to hide behind?
  • I think you definitely do have a leak because your light isn't bouncing. Also some of the air ducts are pitch dark.
  • Speaking of air ducts, please don't force players to crawl through a duct just to get out of their spawn area. It's slow, vulnerable, and no fun :(
  • Where are the health and ammo pickups??
  • I got lost easily, please put signs.
I guess that's about it, but unfortunately like your other map it just doesn't seem like it will play well in TF2. Get it tested in an imp or gameday here if you want but you'll probably hear lots of feedback like mine.
 

SnickerPuffs

(*single chuckle*)
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Apr 10, 2014
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This maps version string is a1, but the description says "Beta". What's the truth?
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
It's a first time that i made an FNAF map. I made this from scratch!
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
I just took a look at your map.
  • It's very obvious you came from gmod as a mapper, and while they may be similar, you can't take gmod map layouts and put them into TF2 without changing anything. This map looks and feels 100% like a gmod map and 0% like a TF2 map.
  • All of your walls have a missing texture and the kitchen has missing models. Google how to pack custom content into your maps.
  • Your map is ctf yet it's asymmetrical and the intels are in two completely different areas. It seems like red will have a much harder time capping blu's intel because blu's intel is literally right outside their spawn door.
  • Your entire map is the same height level and the big rooms have no cover whatsoever, meaning snipers will have a field day. Since it's supposed to be FNAF themed, might I suggest tables, booths, and dividing walls to hide behind?
  • I think you definitely do have a leak because your light isn't bouncing. Also some of the air ducts are pitch dark.
  • Speaking of air ducts, please don't force players to crawl through a duct just to get out of their spawn area. It's slow, vulnerable, and no fun :(
  • Where are the health and ammo pickups??
  • I got lost easily, please put signs.
I guess that's about it, but unfortunately like your other map it just doesn't seem like it will play well in TF2. Get it tested in an imp or gameday here if you want but you'll probably hear lots of feedback like mine.


any suggestions how to improve it apart what you said above.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Since ctf maps are symmetrical I'd start by building half of a map and then copying + rotating it, changing the team filters on the other side as appropriate. You could always just have two "control rooms" even though the original game only had 1, just because having the same thing on both sides works better for this game and gamemode. The thing with making maps in TF2 inspired by other games is you have to make a few changes just to make sure it plays well in TF2, because in your case TF2 and FNAF are vastly different games and require different level design.

If you need ideas for layouts take a look at official maps and see what they do; they have a balance of open fighting areas and tighter side passages. And as a rule of thumb, make sure players can get anywhere in your map by running normally, that means no crouching or jumping across platforms (it breaks up flow and most people find it frustrating). I would also make the ceiling higher in some places so that explosive jumpers can do their thing.
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
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ok. I'll change the layout. I wanted to keep to the original game layout but I thought it would work in TF2.

My bad....

I'm using "VIDE" (http://www.riintouge.com/VIDE/) to pack my custom files.
I check twice before uploading to here.
I have to do each folder one at the time.
Is there an option to multiple folders at once?
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
I'll clone the map I've done and recolor the clone as blue.
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
This download has been removed and is no longer available for download.
 
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