[WIP] cp_govar

fear887

L1: Registered
Oct 30, 2008
11
0
Hi guys,

Started working on my first TF2 map some weeks ago. I'm currently testing the game play with some clan mates but i must start to optimize the map (i usually play it at 30fps :bored:)

Concept:

cp_govar is a Control Point map with 5 CPs to capture for each team to win the game. Every team starts with their first and second CP already captured.
Basically the map is composed of 2 big compounds and a river between them.

It is an alpine style map.

some screens:

1st cp

between 1st and 2nd cp:

2nd cp:

another one of the 2nd cp:

3rd cp:

another one of the 3rd cp:

all map:


Download:
http://www.megaupload.com/?d=RQEFUOTH
 
Last edited:

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Started working on my first TF2 map some weeks ago. I'm currently testing the game play with some clan mates but i must start to optimize the map (i usually play it at 30fps )

You could do one of 2 things to help us help you with that. Either you tell us more about your system or you could upload a compiled alpha of the map. I'd prefer the latter, because your screenshots have a rather bad quality and it is hard to see any details on them.
Nevertheless what I can see looks quite good for a first map.

Did you build the tracks from brushes on the 2nd screenshot? it kinda looks like it.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
You should really make a Model track indeed.
Although its not bad, for brush tracks.
 

fear887

L1: Registered
Oct 30, 2008
11
0
Did you build the tracks from brushes on the 2nd screenshot? it kinda looks like it.

yes it is a brush in func_detail (valve used the same thing for arena_lumberyard :p)

You could do one of 2 things to help us help you with that. Either you tell us more about your system or you could upload a compiled alpha of the map. I'd prefer the latter, because your screenshots have a rather bad quality and it is hard to see any details on them.

i play on a shitty notebook, anyways i can upload the alpha but it is compiled with fast vvis and there is a lot of bugs to fix\small changes to do :blushing:
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
i play on a shitty notebook, anyways i can upload the alpha but it is compiled with fast vvis and there is a lot of bugs to fixsmall changes to do

fast vvis is no problem and the bugs won't be that big of a deal. In fact we might even be able to help get rid of them faster!
 

fear887

L1: Registered
Oct 30, 2008
11
0
here you are compiled with normal vvis :p

http://www.megaupload.com/it/?d=RQEFUOTH

i hate this hostservice but i haven't found nothing better :(

anyways i've tryed to build cubemaps (don't know what cubemaps are :p) using this way:

mat_specular 0 turns off all reflections, so when you build the cubemaps you don;t get pink in them.
mat_hdr_level changes the HDR setting, 0 is off and 2 is on full.

Propper method:
-load the map
-mat_specular 0
-buildcubemaps
-disconnect
-mat_hdr_level 0
-map <mapname>
-buildcubemaps
-disconnect
-mat_specular 1
-mat_hdr_level 2
-relooad map and enjoy

and it tells me this error:

Code:
Current mod isn't in a subdirectory of "game"!
*** Error: Skybox vtf files for sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_trainyard_01 to build the default cubemap!

:confused:
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
*** Error: Skybox vtf files for sky_trainyard_01 weren't compiled with the same size texture and/or same flags!

I'm not sure but I think I had the same error and got rid of it doing the following:

- Open the texture tool
- Select the skybox texture
- hit replace
- replace it with another texture that you HAVE NOT yet used in your map
- and replace it backwards again
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Two things.

First, don't worry about cubemaps too much until you're in beta testing, when looks count.

Second, do you actually have a cubemap entity in your map?
 

fear887

L1: Registered
Oct 30, 2008
11
0
I'm not sure but I think I had the same error and got rid of it doing the following:

- Open the texture tool
- Select the skybox texture
- hit replace
- replace it with another texture that you HAVE NOT yet used in your map
- and replace it backwards again

i'll try later... thanks for the help :)
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
This area seems a bit too big. You would have to add a lot of stuff here to change that feeling. Making it smaller would be easier ;-)

cp_govar_a20000.jpg


The window brush isn't solid!

cp_govar_a20001.jpg


I like the area with the trees. Produces a nice gameplay. Unfortunately this area also seemed a bit too big. As for the water: add some env_cubemap entities above the water and once you compiled the map enter buildcubemaps in the console twice ;)

cp_govar_a20002.jpg


I think this map has potential. You might want to add it on gameday at this stage before you edit to much, to get some more feedback about the size ;)
 

fear887

L1: Registered
Oct 30, 2008
11
0
This area seems a bit too big. You would have to add a lot of stuff here to change that feeling. Making it smaller would be easier ;-)
yes, in a1 it was smaller but i've felt 1st and 2nd cp too close :(
The window brush isn't solid!
yes i've made that intentionally :p
I like the area with the trees. Produces a nice gameplay. Unfortunately this area also seemed a bit too big. As for the water: add some env_cubemap entities above the water and once you compiled the map enter buildcubemaps in the console twice ;)

I think this map has potential. You might want to add it on gameday at this stage before you edit to much, to get some more feedback about the size ;)

ok i'll fix some bug and than i'll add on the next gameday :)
thanks for the help :wow: