cp_WharehouseDistrict

CP cp_WharehouseDistrict B1

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
cp_WharehouseDistrict - This is a very early cp map, taking place in a ware house shipping district.

So I've been working on this map for a few months, and I have recently gotten it into a semi-presentable form. This map is early alpha so I know that there are problems, and I would love it if you could maybe run around in it and just check it out, comment problems / recommendations / ideas. I just wanted feedback, and already know about many things to fix.
BTW, I'm new to this place, and this situation. I'm calling it A5 as this is probably the 5th large revision on the map I've made, and I'm not even sure if this is where I should put the map but whatever. At least it's here.
 
Jul 6, 2015
1,425
819
I did a bit of a run around, and you used HL2 fence models, when you use the model browser use the TF mod to search for props.
You have doors at every opening, try to reduce the amount of doors, your capture zones are really tiny (you can expand the capture zone by selecting objects, and resizing the orange trigger brush)
You have no indication as to were the capture zone is (use overlays or decals, or because its an alpha map, the orange dev textures)
There are a few props in the center that were not packed, and came up as errors.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Please add a lot more lighting, if it's too dark it's hard to see the team color of other players. Take a look at ctf_doublecross for an example of how a night map can still be brightly lit.
 

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
So, since last time, I've updated a bit of the lighting and have toyed around with ideas for how I'm going to texture and things like that. It all looks really bad still, but at least you can probably see what I'm going for in certain parts. I know the lighting is still off, but I'd appreciate recommendations on how I should fix that and in what parts of the map. Thanks!

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gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
Hello! I've finally gotten around to working on this map again, and without having updated this page I've gotten very near a finished map. I know that it's probably no where near the finished polish that a true veteran mapper would seek in their maps, but of course I'm a very new mapper and am still learning quite a bit.

This map as I said is very nearly finished, What I'd like is for some recommendations. Whether it's areas that need more lighting, or props I should remove or areas that need more detail, etc, etc. Any kind of constructive criticism is appreciated as this map probably needs quite a bit.

Thanks! 20160411211358_1.jpg 20160411211401_1.jpg 20160411211403_1.jpg
20160411211358_1.jpg
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Aeix

L3: Member
Feb 14, 2016
147
58
If there are any brushes that we can't see when running around in the map (eg: roofs of buildings, backs of buildings) texture them in nodraw (just search nodraw in the texture browser). This will increase frame rate and speed up compile times for your map!
 

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
Looking at those screenshots, I'm having real trouble telling where the layout is.

Also...
z7kCZEH.jpg


Who the hell builds a staircase up a shipping container?!
Eh, I don't find much importance in realism in these things, I mean most maps have some pretty questionable details. And when you ask about the layout, do you mean you'd like a picture, say for example, from above so you can see how the whole map looks?
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Eh, I don't find much importance in realism in these things, I mean most maps have some pretty questionable details. And when you ask about the layout, do you mean you'd like a picture, say for example, from above so you can see how the whole map looks?
I think @Muddy means that this map looks like a big space fill with a bunch of props, instead of having an actual layout consisting of main routes, flanks, and chokes. A lot of these types of things are best done with brushes or displacements and making buildings or natural looking terrain. I may be wrong on what I think she means though.
 

gwd. Ķ-Ő-₣-Ť˺

L1: Registered
Feb 2, 2016
27
8
I think @Muddy means that this map looks like a big space fill with a bunch of props, instead of having an actual layout consisting of main routes, flanks, and chokes. A lot of these types of things are best done with brushes or displacements and making buildings or natural looking terrain. I may be wrong on what I think she means though.
Ah I see. It might well be true, as when I first begin laying down the map and getting basic structures and layout down I wasn't very inept with brushes and stuff so i kept it mainly flat and used simple block geometry which I just cut way from. I eventually after learning how to paint alpha and all those things began to add some of that kind of stuff but yeah I can understand that problem. I feel like it might be a bit late to fix however.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Eh, I don't find much importance in realism in these things, I mean most maps have some pretty questionable details.
The thing about TF2 maps is that, yes, the detailing is strange and exaggerated at times, but it still makes sense. Building a staircase and bolting it to a shipping container doesn't make sense. What would make sense, however, is if you had a large wooden plank in place of the staircase.

And yeah, you seem to have relied mostly on props to create the layout of your map when, ideally, you would be using world brushes. That's a bad habit to have, because it can make optimising your map hard and your layout confusing.