CP D Day [Deleted]

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AsG_Alligator

qhull precision error
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Aug 5, 2016
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From what i can tell on the screens, there are extremely long sightlines all around the map.

Your map also appears to be a "box with stuff" kind of map. Don't do that, this creates a plethera of issues later on.
 

red3pit

High on melancholy
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Dec 3, 2016
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I haven't checked it yet, but it looks really overscaled on screens!
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
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Well are all maps just a big box with stuff thrown into it?
 

Viemärirotta

sniffer
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Feb 5, 2016
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Well are all maps just a big box with stuff thrown into it?
No, no and certainly no. While they sometimes might look so, that's not how they're done. Consider it a combination of shapes of various sizes and quantities, instead of a big sandbox to fill in with toys.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Okay,

Then how to I make big maps without making it into a big sandbox? I like everything to be one level because if everything is jutting out it maps the map look gross.
 

Viemärirotta

sniffer
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Feb 5, 2016
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Well, you should study into map layouts, specially on the gamemodes you work on. Study official and custom maps, see how their layout is set, take your creativity from there. I think @Crash had a tutorial for layouts, not sure.
 

Idolon

they/them
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Feb 7, 2008
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"A box with stuff in it" is a term people use a lot to describe the way that many first-time designers end up creating their maps. This graphic from Robert Yang (website is nsfw-ish) is particularly helpful:

XE8V6qh.jpg

(rehosted on imgur because the forums don't seem to like embedding twitter images)

Levels that play well often don't resemble the kinds of places we are used to. If you've grown up in a rural or suburban area, you're probably used to seeing buildings that are their own independent structures, with yards surrounding them. Look at a lot of early TF2 and CS:S maps and you'll find that the layouts more closely resemble dense urban settings, where any open space is surrounded on almost all sides by high walls. If you look at the "Intermediate" drawing, you can see this pretty clearly: Instead of one giant box with a lot of objects in it, they've gone with a series of smaller boxes that only have a few things in each.

Dividing your map into smaller chunks means that you have much greater control over sniper sightlines (because you have more walls), and you also give players more options. A large open field seems like the space where players have the most freedom, as they can move in any direction! However, when you create an incredibly large space with little cover, moving from one place to another doesn't mean as much. By providing more walls, you're creating more places where players can take advantage of the geometry around them for fighting enemies.

Dividing a map into smaller chunks also provides a lot of benefits in routing/map control, but those are more complex topics that are maybe better left for later.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Okay, Thanks for the help.

I have one question.

How do I divide your map into smaller chunks on a beach?
 

Viemärirotta

sniffer
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Feb 5, 2016
1,013
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To be honest, you shouldn't focus on the layout being the location, instead the location being in the layout. Worry about the details later on, but you can keep ascepts of your concept in the layout. If you're trying something like D-Day, make some buildings a bit rounder, like bunkers.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Okay thank you :)
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added new lights
- Added new health and ammo packs to the map
- Added new pills to red spawn
- Added new pathing from the front bunkers to the back bunker
- Added new fence props to cut down on the sight lines
- Updated the bunkers to be more rounded
- Removed invisible props

Read the rest of this update entry...
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I think the layout is better in this version.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added new underground routes to get to Bunker A and B
- Added new lights
- Added new decals
- Updated all the walls to be taller
- Update the names of the caps points from Point # to Bunker #
- Update the spectator cameras
- Removed a small health pack in hallway

Read the rest of this update entry...
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Do you guys and gals like this new update?
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added new lights
- Added new props around the maps
- Added pillar to outside of red spawn
- Added new walls around the map
- Added new doors
- Updated the walls to be taller
- Updated many textures

Read the rest of this update entry...
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
This update was a pain. The update from tf2 corrupted the file so i had to redo the update.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added new lights
- Added more wall to next of Bunker C
- Updated the ground texture
- Updated the spectator camera to not be in the blue spawn wall

Read the rest of this update entry...
 

AsG_Alligator

qhull precision error
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Aug 5, 2016
595
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Why so many lamps? In what universe do you need this many lamps :p

And despite there being so many lamps interior parts appear really dark.

Keep in mind that light_spot entities have very low deafult brightness. Deafult 200 is nothing on spotlights, you need to bump it up to 1000-1500 for it to look good (brightness is part of the color value in entity properties (first 3 numbers are RGB values, last is brightness)
 
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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
Why so many lamps? In what universe do you need this many lamps :p

And despite there being so many lamps interior parts appear really dark.

Keep in mind that light_spot entities have very low default brightness. Default 200 is nothing on spotlights, you need to bump it up to 1000-1500 for it to look good (brightness is part of the color value in entity properties (first 3 numbers are RGB values, last is brightness)
Okay, somebody else that wrote about lighting said to bump it up to 500-600 so that is what I set it to. I will bump it up even more
 
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