WIP - FB_Machine_Shop_Beta2

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
As discussed in http://tf2maps.net/showthread.php?t=608

Here is the map I'm working on, Machine Shop, now in Beta2 of testing.


http://www.mysticsofstormwind.net/mos/downloads/fb_machine_shop_beta2.bsp

It's a football type map. There are 4 CP's and a center-spawning Flag. Currently you can only win by delivering 3 flags to the CP in the enemy base. In the future, this or capping all 4 points will end the round (team with the most flag points that round wins). There are two bases and two forward spawns, which are capturable by either team (which currently do not work).

Any and all feedback is highly encouraged. Hope you enjoy it!
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
All right, lots of things...

- Don't release a map without fully building cubemaps! Everything reflective has purple checkers. It looks like you're using HDR, so you have to do two buildcubemaps to get it to work. Look in http://developer.valvesoftware.com/wiki/Cubemaps under Cubemaps and HDR for the console commands to do this.

- HL2 props are hard to fit in TF2 style for the same reasons that HL2 textures don't mesh well with TF2. To be honest though, it's not nearly as bad on your map as it is with maps that use HL2 textures everywhere: you have to get close to the props to be able to tell they're not done in illustrative rendering style.

- While we're on the subject of props, there are way, way, way too many props in the map. It makes the entire floor cluttered and clunky, and impedes movement. In addition, the clutter hides the locations of important things, like health and ammo and intelligence.

- The overlapping point in the CP HUD, I'm not sure what's causing it. What did you use as your layout? I also can't tell why the last points can't be capped yet without seeing the VMF. (or I could decompile, but I'm being lazy at the moment)

It's a good start though. I recommend getting the map objectives done first before doing more work on layout. There's no point in playing on a broken map, even if it's a work of art.
 

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
Link has been updated with a more recent build. This one now has a basic cubemap layout to get rid of the icky purple textures.

To answer a question, for the Team_ControlPoint_Master entity, I set the cap order to < 1 2 3 4 >, where the CP's are numbered in a linear order from Bottom to Top of the map. (Blue, South, North, Red). I have no idea what could be causing it either, it's really odd. The hud icons stay the same even if I try to tier the order, ie: < 1 4, 2 3> (Blue Red, South North).
 

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
With or without the brackets? Here's a tip: don't use brackets, don't put extra spaces. There should be only three spaces, for example (no quotes) '0 1 2 3'. The two-tier layout would be '0 1,2 3'. Also, try ordering the CP's from zero to 3.

without the brackets, that was just to separate the string from the rest of the paragraph.
 

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
updated again! seems that you must have your indexes in a 0 1 2 3 order, starting with a non-zero index will result in the problem i had. this build now has the proper hud layout as well as a second win condition, whereby you can cap all 4 points to end the round. The last CP takes significantly longer to cap than the forward spawns, though.