CP CP_Bunker [Deleted]

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DrSquishy

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CP_Bunker - An underground 5CP map

CP_bunker is a map I've decided to create because I like the concept a lot, and I feel like I can go quite a way with it. I have only built one room so far, but I have textured and detailed it to show the sort of style the map will have (it is the central control point), but I have fully textured and detailed the room. As new areas get added, I hope to get feedback and such about the layout, design and suggestions for improvement. Thank you in advance, to whoever checks this out View attachment 60192
 

Xayir

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May 27, 2017
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feels a bit flat for a mid
 
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DrSquishy

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This update brings stairs in to either side of the control point. This solves a few problems such as:
*The point used to be too flat
*Easier access to raised turbine platforms

Side notes:
*removed reflectivity on floor tiles, now looks much crisper and sharper
*barriers around turbine platforms extend all round(there used to be a hole on the corners)

Let me know what I should change

Read the rest of this update entry...
 

red3pit

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Dec 3, 2016
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Ouch, these screenshots looks fullbright!
 

DrSquishy

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DrSquishy

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I have worked to add lighting to the central point, and it is already looking a million times better!
Featuring:
*a well lit central area
*corner lights on the turbine platforms
CP_BunkerCentralPoint1B.jpg


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DrSquishy

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What will (potentially) be coming in the next few updates:
*More rooms! surrounding the central point will be two rooms on either side that'll bridge to points 2 and 4. Both will be unique to each team
*Catwalks! Perhaps a catwalk ringing the top of this
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Is that a broken area portal I see?
 

DrSquishy

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Feb 10, 2017
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Is that a broken area portal I see?
no, I just haven't put in anything next to it, so it's an empty doorway open to the skybox:p
 

DrSquishy

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Feb 10, 2017
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Today I bring you: The second control point!
Featuring:
*A freight-storage room, linking the main and second points
*A second point, which will be updated a bit to add cover and props
*A huge warehouse behind the second point, as it is the supervising room for the freight room

The First point and spawn for Blu will come soon!
All feedback welcome

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DrSquishy

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Just a note: The control points don't work as I am focusing on aesthetics atm
 

DrSquishy

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This update today brings you the Blu spawn as well as the transition room. I also developed a new technique for great looking walls on the style I am going for.
Features:
*The final control point
*A transition room
*Better lighting on the whole thing, as well as HDR for every light
*Crisper looking walls, as I have a new method for making the transition between the concrete and blue concrete seamless and sharp
*Blu spawn, with two independent doors for a top and bottom entrance + visualisers
*A hexagonal second point, as it looks much better than just square
*Better warehouse lighting
*Better lighting on the central point
*flickery lighting on the central to second transition

*KNOWN ISSUES*
*A bad lighting transition for connecting corridors, but I have no idea on how to fix it
*At points, lights are too close to the walls so it looks dodgy
*No lighting props on last or in Blu spawnroomCP_BunkerSecondToLast1.jpg CP_BunkerLastPoint3.jpg CP_BunkerLastPoint1.jpg

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DrSquishy

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*NOTE* Map will look slightly different from some screens, as I haven't gotten around to updating the first few, and I have an issue with reflections. The lighting WILL be fixed in later versions, but it took absolutely forever to get up to this point in terms of good lighting
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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DrSquishy

we've all had better times to die
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Feb 10, 2017
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This update is the biggest in this map's history! Here's a list of the amazing features I have worked 15 or so solid hours, every day, for the past 3 or so days! This update brings:
*The whole RED base, featuring a windy passage with the central point in the middle, and the final point + spawn on the surface
*An alternate route to the central point once it is capped, to replace a second spawn
*5 working control points
*Working spawn doors for BLU (RED doors not implemented yet)
*Updated lighting for the rest of the map, so there are much less dark spots around the roof
*Miscellaneous bug fixes for existing sections
*Some no-build sections for spots where sentries are too broken
*Additional detailing around existing rooms
Just hop on in and see this new update for yourself! The map is now also ready for playtesting, so I will be trying to get it onto a server to play.
Features to come:
*The alternate barn route once central is capped by RED will be closed off until the event has happened
*A forward spawn for BLU once central is captured
*Soundscapes for various map sections
*Health and ammo kits scattered around the map
*A 3D skybox
As always, I am looking forward to all and any feedback. Just remember this still is in a quite early version, so there will be bugs, most notable at:
*A strange black lighting splotch in the corridor branching off to the RED points
*Skybox errors around RED's last point
If you find any more, just say!
CP_BunkerREDLastPoint1.jpg CP_BunkerREDLastPoint2.jpg CP_BunkerCentralToREDLast1.jpg CP_BunkerREDSecondPoint1.jpg CP_BunkerSecondPoint1B.jpg CP_BunkerCentralPoint1D.jpg

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DrSquishy

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Feb 10, 2017
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Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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Here's some feedback:
20170829124858_1.jpg
Is Red's spawn incomplete? There's no resupply cabinet, no respawnroom trigger (I can't change class without dying), no respawnroom visualizer (so Blu can come in and easily spawncamp), or even just a door. You have some of these things in Blu's spawn, why aren't they in Red's spawn as well? Follow these instructions to create a fully working respawn room with everything you need.

20170829124910_1.jpg
Red's last point is VERY open. Make it smaller, add some cover, and also height variation.

20170829125121_1.jpg
First time I entered this barn, I thought "what's the purpose of this?" I didn't realize at the time that there was a secret hole in the corner. Move the hole or brighten up that corner to make it more obvious that there's a hole there. Your map should direct players to the objective, not make them wander around aimlessly searching for secret hidden holes that lead to secret hidden rooms that have their own secret hidden holes to a secret hidden maze of hallways.

20170829125214_1.jpg
Players don't like jumping up stairs, as jumping against each step slows you down and is annoying. Either make this a non-main route, or use ramps so players don't have to jump constantly.

20170829125254_1.jpg
LONG. DARK. HALLWAYS.
Brighten this hallway and make it MUCH shorter. Try to spice up the gameplay in it. Just because it's not an objective doesn't mean it can't be fun to fight in.

20170829125411_1.jpg
The water is fine, but making it a death trap is annoying, as that means the tiny bridge is the only way across it, and it makes pyros and other classes with knockback strong. If you removed the trigger_push, the river could be an alternate route for players to take around the point.

Also, this area is generally small. You should probably make it bigger.

20170829125443_1.jpg
First time I fell down here, I didn't die. I found the problem:
20170829125917_1.jpg
Your trigger doesn't cover the entire area that a player can fall, and doesn't touch the floor. Fix this so that players don't get stuck down here.

20170829125741_1.jpg
Did I pass by mid and accidentally get to Blu's base? Why is this area blue if it's on Red's side of the map?

20170829125727_1.jpg
Where do I go from here? I can't tell which route goes where I need it to. Signs would be helpful, but again, your map should naturally be directing players where to go using visual cues. Signs should only be there to tell the player that they're going in the right direction.

20170829130028_1.jpg
TF2 doesn't usually have ladders. It's fine if you want to have it, but it breaks from TF2's general methods of navigating a map.

So lemme get this straight... To find this route coming from Red's last point, you have to enter a barn and find a hidden staircase hiding in a dark corner that very few people will notice...
20170829130129_1.jpg
...Then you descend into a secret room, and you have to find another hole in another dark corner that's obscured by multiple props?
20170829130143_1.jpg
Notice how Valve never, ever, in any of their maps, ever tries to hide an important route from players. Ever. Don't try and hide important routes from players.

20170829130200_1.jpg
Having to jump over this ladder to get into the hole is annoying.

20170829130248_1.jpg
Mid is pretty boring. It's tough to get up onto the high ground (the areas with the turbines) and each team only has one route to approach the point. When making TF2 maps, try to follow this general rule: Have around 3 routes between all areas. In other words, as a player, I should have about 3 separate options to get from mid to second and from second to last. As an example, let's look at cp_process:
20170829134128_1.jpg
Notice how there are 3 distinct routes between mid and second. This gives an attacker plenty of options for pushing through to the next point and allows for diverse gameplay. Notice how each route is distinct. They're not just copy-pasted hallways, each route has it's own distinct geometry and offers various advantages and disadvantages for players moving through that route.

20170829130258_1.jpg
Wait, this wasn't on Red's side...

Is this map asymmetrical? Why would you make an asymmetrical 5CP map? 5CP is a gamemode designed for symmetrical maps. If you have differences between each side, then it can cause an imbalance between the teams.

Also, why does the light flicker here? That just makes it hard to see, which is bad because this is an area of importance- it's the one and only route to get from mid to Blu's control points.

20170829130406_1.jpg
(I turned on fullbright so I could get a clean shot without worrying about the flickering light)

Why is this clipped? I feel like I should be able to walk onto that platform, but I can't. Why?

20170829130430_1.jpg
Yup, definitely asymmetrical. Please make your map symmetrical.

20170829130720_1.jpg
Broken cubemaps? Please place and build cubemaps to replace that ugly purple with a nice, shiny reflection of your map.

20170829130732_1.jpg
The upper balcony area is inaccessible by Red without blast jumping. Considering that the upper balcony is a strong area to defend the point from, it should also be accessible by Red so they can break a Blu hold.
TL;DR:
I won't sugarcoat it: Your layout is horrendous. Everything is either a long, boring hallway or a flat, boring room. Everything is either overscaled or underscaled. Your lighting is too dark. Hallways are hidden that should be easily accessible to players. Your map's asymmetry will make the map infinitely difficult to balance. There isn't a single way to get health or ammo on this map- you don't even have resupply lockers. Your spawnrooms are incomplete- Red's spawn looks like it was designed for Arena mode. Lack of forward spawns makes pushing last extremely difficult for both teams, resulting in endless stalemates.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Here's some feedback:
20170829124858_1.jpg
Is Red's spawn incomplete? There's no resupply cabinet, no respawnroom trigger (I can't change class without dying), no respawnroom visualizer (so Blu can come in and easily spawncamp), or even just a door. You have some of these things in Blu's spawn, why aren't they in Red's spawn as well? Follow these instructions to create a fully working respawn room with everything you need.

20170829124910_1.jpg
Red's last point is VERY open. Make it smaller, add some cover, and also height variation.

20170829125121_1.jpg
First time I entered this barn, I thought "what's the purpose of this?" I didn't realize at the time that there was a secret hole in the corner. Move the hole or brighten up that corner to make it more obvious that there's a hole there. Your map should direct players to the objective, not make them wander around aimlessly searching for secret hidden holes that lead to secret hidden rooms that have their own secret hidden holes to a secret hidden maze of hallways.

20170829125214_1.jpg
Players don't like jumping up stairs, as jumping against each step slows you down and is annoying. Either make this a non-main route, or use ramps so players don't have to jump constantly.

20170829125254_1.jpg
LONG. DARK. HALLWAYS.
Brighten this hallway and make it MUCH shorter. Try to spice up the gameplay in it. Just because it's not an objective doesn't mean it can't be fun to fight in.

20170829125411_1.jpg
The water is fine, but making it a death trap is annoying, as that means the tiny bridge is the only way across it, and it makes pyros and other classes with knockback strong. If you removed the trigger_push, the river could be an alternate route for players to take around the point.

Also, this area is generally small. You should probably make it bigger.

20170829125443_1.jpg
First time I fell down here, I didn't die. I found the problem:
20170829125917_1.jpg
Your trigger doesn't cover the entire area that a player can fall, and doesn't touch the floor. Fix this so that players don't get stuck down here.

20170829125741_1.jpg
Did I pass by mid and accidentally get to Blu's base? Why is this area blue if it's on Red's side of the map?

20170829125727_1.jpg
Where do I go from here? I can't tell which route goes where I need it to. Signs would be helpful, but again, your map should naturally be directing players where to go using visual cues. Signs should only be there to tell the player that they're going in the right direction.

20170829130028_1.jpg
TF2 doesn't usually have ladders. It's fine if you want to have it, but it breaks from TF2's general methods of navigating a map.

So lemme get this straight... To find this route coming from Red's last point, you have to enter a barn and find a hidden staircase hiding in a dark corner that very few people will notice...
20170829130129_1.jpg
...Then you descend into a secret room, and you have to find another hole in another dark corner that's obscured by multiple props?
20170829130143_1.jpg
Notice how Valve never, ever, in any of their maps, ever tries to hide an important route from players. Ever. Don't try and hide important routes from players.

20170829130200_1.jpg
Having to jump over this ladder to get into the hole is annoying.

20170829130248_1.jpg
Mid is pretty boring. It's tough to get up onto the high ground (the areas with the turbines) and each team only has one route to approach the point. When making TF2 maps, try to follow this general rule: Have around 3 routes between all areas. In other words, as a player, I should have about 3 separate options to get from mid to second and from second to last. As an example, let's look at cp_process:
20170829134128_1.jpg
Notice how there are 3 distinct routes between mid and second. This gives an attacker plenty of options for pushing through to the next point and allows for diverse gameplay. Notice how each route is distinct. They're not just copy-pasted hallways, each route has it's own distinct geometry and offers various advantages and disadvantages for players moving through that route.

20170829130258_1.jpg
Wait, this wasn't on Red's side...

Is this map asymmetrical? Why would you make an asymmetrical 5CP map? 5CP is a gamemode designed for symmetrical maps. If you have differences between each side, then it can cause an imbalance between the teams.

Also, why does the light flicker here? That just makes it hard to see, which is bad because this is an area of importance- it's the one and only route to get from mid to Blu's control points.

20170829130406_1.jpg
(I turned on fullbright so I could get a clean shot without worrying about the flickering light)

Why is this clipped? I feel like I should be able to walk onto that platform, but I can't. Why?

20170829130430_1.jpg
Yup, definitely asymmetrical. Please make your map symmetrical.

20170829130720_1.jpg
Broken cubemaps? Please place and build cubemaps to replace that ugly purple with a nice, shiny reflection of your map.

20170829130732_1.jpg
The upper balcony area is inaccessible by Red without blast jumping. Considering that the upper balcony is a strong area to defend the point from, it should also be accessible by Red so they can break a Blu hold.
TL;DR:
I won't sugarcoat it: Your layout is horrendous. Everything is either a long, boring hallway or a flat, boring room. Everything is either overscaled or underscaled. Your lighting is too dark. Hallways are hidden that should be easily accessible to players. Your map's asymmetry will make the map infinitely difficult to balance. There isn't a single way to get health or ammo on this map- you don't even have resupply lockers. Your spawnrooms are incomplete- Red's spawn looks like it was designed for Arena mode. Lack of forward spawns makes pushing last extremely difficult for both teams, resulting in endless stalemates.
Well, it's feedback at least, so thanks for it. See you in a few weeks when I've reworked the whole map!
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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Well, as bunker was a complete failure, I've deleted every bit of the map, and kept 5 rooms, all that I have decided are actually good and will have a direction in the next version. The next version will be almost unrecognizable, and will hopefully be good. Have a good one until then!
 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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Thanks for taking it so well, even though I was really blunt. I've never been good at sugarcoating criticism. I hope you don't take it personally; every mapper has been or will go through this stage. Have a closer look at official maps when designing your new layout, and read some guides (I know that last one is about A/D, but you can basically think of 5CP as A/D where both teams are attacking and defending at the same time). Good luck with your map, I'll be waiting for the next update.
 
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