Fortline

CP Fortline A2

[EIST] Tf2Master :3

L1: Registered
Dec 14, 2015
19
7
Fortline - Blue Froces begins an operation to capture a fortification of the Red Forces

Well, I'm very excited to present my second map made for tf2. It was a painful path of learning because I worked a lot with the goldsource and I don't know much about Source engine. Well let's talk about the map.

Story: Blue attacks a Red fort with a lot of ammunition supplies, Red forces must defend 2 strategics points in the entrance of the fort to stop Blue Forces.

The maps has a size of 3874x5040u. Maybe has some texture bugs but I'm more concentrate on how the gameplay is.

Here're some screenshoots of the map:
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Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
I'm looking at the map and holy cow it looks very nice for an alpha map. Looks very goldsrc inspired too, so I recognize that really paid off in making a map for normal source.

Feels well thought out and planned. Nice work.
 

[EIST] Tf2Master :3

L1: Registered
Dec 14, 2015
19
7
Well, its been along time I posted the last update to this proyect. I took a "vacation" on this and moved up to learn some c++ programming. Then I remembered this and went back to work.

What does this 2º Stage have?, 2 new points, thinking on do a cp_dustbowl 3 stages map style.

I couldn't test this 2º stage with real players, only with bots so..., if the 2º stage gameplay its bad I'll remove it and I'll keep working on the 1º original Stage.

Well let's stop reading and let's play this ;)
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Read the rest of this update entry...
 
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YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
it looks GREAT! (epically compared to mine)
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
If a section of your map revolves around bot gameplay, then it probably won't play well with humans (unless you're mapping for MvM). Bots are bad at simulating human behavior and just aren't good enough to make up for playtesting with actual humans. Bots should be reserved for testing gameplay logic, and very basic stuff, such as excessive sniper sightlines (if a sniper bot is doing well, you probably have a sightline problem). If you need to get a map playtested with humans, it's super easy- just submit it to the chat bot in the TF2Maps steam group chat with the command:
!add <map name> <map download link> <any notes for the mods to see>
Then just pay attention for the next gameday and join if you want to play on your map with others, and/or review feedback and a full demo file of the game at the feedback section of the site. People can leave feedback on your map using the !fb (feedback) command, which records the player's feedback (usually a short phrase briefly describing the feedback), as well as the player's position and what they're aiming at, and the !gf (general feedback) command, which is similar to !fb except it doesn't record the player's position or what they're aiming at. While you're playing your map on the server, you can use !toggleannotations (or some similar command) to view in-game annotations that show player's feedback and the position of that feedback. Just make sure your map is ready to be played on a server (gamemode logic works, not fullbright, packed custom content, etc).
 

[EIST] Tf2Master :3

L1: Registered
Dec 14, 2015
19
7
If a section of your map revolves around bot gameplay, then it probably won't play well with humans (unless you're mapping for MvM). Bots are bad at simulating human behavior and just aren't good enough to make up for playtesting with actual humans. Bots should be reserved for testing gameplay logic, and very basic stuff, such as excessive sniper sightlines (if a sniper bot is doing well, you probably have a sightline problem). If you need to get a map playtested with humans, it's super easy- just submit it to the chat bot in the TF2Maps steam group chat with the command:
!add <map name> <map download link> <any notes for the mods to see>
Then just pay attention for the next gameday and join if you want to play on your map with others, and/or review feedback and a full demo file of the game at the feedback section of the site. People can leave feedback on your map using the !fb (feedback) command, which records the player's feedback (usually a short phrase briefly describing the feedback), as well as the player's position and what they're aiming at, and the !gf (general feedback) command, which is similar to !fb except it doesn't record the player's position or what they're aiming at. While you're playing your map on the server, you can use !toggleannotations (or some similar command) to view in-game annotations that show player's feedback and the position of that feedback. Just make sure your map is ready to be played on a server (gamemode logic works, not fullbright, packed custom content, etc).

Well, Thanks for the reply. I all ready know that testing with bots its just for the logical gameplay, The 1° stage was tested in a server of my country, that was fine, I made the 2° stage trying to do a "nice gameplay", I uploaded here to try to get into a gameday (Also thanks to post me how can I get into a gameday).

Again thanks, and I want a more specific "the gameplay its bad because this" then saying that the gameplay its bad because its not tested with humans all ready.

(If I wrote something bad tell me :v)
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Again thanks, and I want a more specific "the gameplay its bad" then saying that the gameplay its bad because its not tested with humans all ready.
I can't judge the layout or gameplay ATM because I can't download and run the map, and screenshots only tell me so much. I'm about to hit the hay, so if I end up checking out the map it'll be in the morning. I'm just giving a generally applicable piece of advice. If you iterate, test, get feedback, and make changes based mainly on what you see bots doing in your map, you're likely to have a rough time when you get humans to test. If you've locked in the layout and are just playing with bots for fun, that's fine.
 

[EIST] Tf2Master :3

L1: Registered
Dec 14, 2015
19
7
I can't judge the layout or gameplay ATM because I can't download and run the map, and screenshots only tell me so much. I'm about to hit the hay, so if I end up checking out the map it'll be in the morning. I'm just giving a generally applicable piece of advice. If you iterate, test, get feedback, and make changes based mainly on what you see bots doing in your map, you're likely to have a rough time when you get humans to test. If you've locked in the layout and are just playing with bots for fun, that's fine.

Yeah, actually as I know that the bots acts like retards, I make the layout (See what I think it would be greate), and then I play with the bots just for having fun. Thanks for the feedback!
 

[EIST] Tf2Master :3

L1: Registered
Dec 14, 2015
19
7
Well, I just finished to see the demo file of my map when it was tested in the gameday. The big problem where 3 things, the small hallways that were done that way to represent bunkers from ww2, the layout of the map that need more big sings...
(Really they couldn't see this big ass B?)
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And the last one was that the 2º stage was too confusing and that big Hallway (that I know it'll be a really bad idea)

Now, I have some ideas to make it more fun, and soon you'll se a change in the layout... But really?, how did the red team didn't see the big B.

PS: If you played the map, pls tell me why you couldn't see it.
 

Tumby

aa
May 12, 2013
1,084
1,192
Signs are bad at communicating. If you actually need signs to tell players where to go, your layout is already bad. Try to use signs as more of a bonus thing and let the brushwork do the rest.
I played your map and I saw the giant B from the start. The problem is that I had no friggin clue where to actually go. Am i supopsed to go right? No, that's the spawn. Left? I don't see a point down there. Am I supposed to go through the wall? No no that doesn't make sense.
Only after I jumped on the second floor did I finally notice that there's a point in the building. But I still didn't understand how I supposed to actually get there. Is that one prop the only way to get there? I look around and see a bridge over the balcony. Is that the intendet route? But blu comes from there, so that can't be the path that I was supposed to take!
A minute later did I finally notice the stairs in the corner. These stairs are way too small and way too hidden for an important path. Especially the tanks around it make it nearly unnoticable.

Basically: Rethink your scaling and positioning of many things. And never hide anything.

Common height of a wall: 160 - 192 units
Common width of a stair: 96 - 128 units

http://bobbyross.com/library/tf2design
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Your map has a lot of problems. This minefield in the main path right out of Blu spawn is just plain annoying and cruel:
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The first CP has very few ways to approach it; you either have to go over this bridge:
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Or you have to navigate through the mazelike area between the first and second stage, which is a pain.
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These windows are being wonky. At one point I thought I saw a leak effect, giving me the impression you have nodraw behind them.
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The middle area between point A and B is dark, mazelike, cramped, and gives your map the feeling of room-hallway-room syndrome. Of your entire map, this area probably needs the most work. Here's a test for you:
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This is a screenshot in thirdperson mode. What team am I on? What class am I playing as? Team and class recognition are very important in TF2. You need to make sure that in every part of your map, you can at least somewhat easily recognize what team a player is on and what class they're playing as. Run around in thirdperson mode and make sure your team color and class is always recognizable.