[Contest Entry] pl_uphillstruggle

Woo-Zee-Moo

L1: Registered
Oct 6, 2008
16
0
Hello one and all! I started this map just before I herd about the contest so I changed it into a pl map to see how I do. This is my first map and I had been planning a Mountain map since I saw Lumber yard and decided to give it a go.

The main idea of this map is that blu's have to push the cart up the mountain so it falls on the red's Rockets/Bombs/Bunker/Volcano. :p The Track weaves in and out of the mountain. To mix it up I'm Trying out the idea of not having open spaces on the inside and tight on the out but Smallish Outside areas and big inside areas!

The Overview might be a little hard to work out from pictures so I will try to explain what happens.
I want to add picture but after F5ing I don't quite know what to do and did not want to make two threads. So please help I'm sure you will all love this map.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
****STEAMMNAME***\team fortress 2\tf\screenshots

Needs a new name!
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
there is a pl_downhill (working name xD) and a pl_uphill(struggle) in the contest. :p

When can we expect some screenies? :)
 

Woo-Zee-Moo

L1: Registered
Oct 6, 2008
16
0
Aww, ok. Back to it's codename Mountain_Madness then?
I got a major problem! I've compiled it after doing tons of work since my previous compile and that's fine but when I play it in game it still plays as my previous compile. NEEDS HELP NOW!
The I can give you some nice screen shots ya?:wow:



Teaser from blue spawn. ;)


I was going to post the compile log but the one it copy's into notepad is an old one.
I'm freaking out maan.
 
Last edited:

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
That means that your map isn't compiling correctly. Check your compile log for errors. Also, alt+p brings up a "check for problems" dialog.
 

Woo-Zee-Moo

L1: Registered
Oct 6, 2008
16
0
Aaaargh.

I checked alt + p and fixed everything except 'no spawn entity'. this is very frustrating but I've made new spawn entity's, for every capture point and one for each team and one for any team in the hope of testing my map!! Does anyone have any idea how to fix this please.

Code:
There is no player start in the map. To add one, select the Entity (axe) tool, drag the crosshairs to the position you want the player to start at, and press ENTER.
 

Woo-Zee-Moo

L1: Registered
Oct 6, 2008
16
0
Could I upload the .vmf and someone sort it for me? I've spent like 5 hours trying to sort out the errors and I've had no luck.
 
Oct 6, 2008
1,947
445
pointfile - helps find leaks if you got a leak message
portal file helps you with map optimization
 

Woo-Zee-Moo

L1: Registered
Oct 6, 2008
16
0
I finally fixed the leaks etc. and took screenshots!!!!!!! but, their .TGA Should just upload them as they are?
 
Oct 6, 2008
1,947
445
good job fixing the leaks - they're a pai ain't they?
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
convert them to jpg first. IrfanView is a free program I use. I'm sure people have other recommendations if you're lacking a program to convert your screens.
 

Woo-Zee-Moo

L1: Registered
Oct 6, 2008
16
0

Chilly

L6: Sharp Member
May 3, 2008
326
127
They're a bit dark. Do you have an env_lighting in your map (someone correct me if I'm wrong about this entity's name)? You should add one, switch your skybox to HDR, and compile HDR. It'll help brighten up those dark areas. When you do, make sure you add cubemaps to any dark area and then buildcubemaps once it's loaded.

Also, anywhere you have a spotlight should have a light fixture as well. Otherwise it looks like there are just random lights everywhere. Likewise anywhere you have a light fixture should have a spotlight and/or a glow in order to make it look more realistic. There's an excellent tutorial on this either in the tutorials section or in the Interlopers tutorials.

You need some displacements around the map, especially in your rock areas. Right now it's very blocky. It's a good start for the displacements, but they'll add a lot of depth to the map. While you're at it (in the same tool) do some alpha painting, which will allow you to make the middle of paths lighter like the ground is worn down. Some good tutorials around on this as well.

Your buildings look reasonably good. :) Inside the buildings (http://img208.imageshack.us/my.php?image=plcentralheating0007mn5.jpg) you should try making it more realistic, though. Think of formations/structures that actually exist and use those to replace some of the inside area.

You should try doing a 3D skybox instead of just cliffs around the map. It'll help the feel a lot.

It's hard to comment on the gameplay of the map without a larger overhead screenshot, but I suppose actual play on it will help more anyway. Overall a good start. Be patient with it and keep going... maps take a LOT of work. I'd consider this an alpha version right now due to the lack of displacements, alpha blending, some of the dev textures, lack of 3D skybox, and lighting issues. Try addressing those things one at a time and I think you might have a fun map idea here. :)