Red vs. Blu vBeta1.1

CTF Red vs. Blu vBeta1.1 vA1.2

DXB6_Maps

L1: Registered
Oct 10, 2019
8
2
Red vs. Blu vBeta1.0 - Red vs. Blu (might not be the final name) Is a capture the flag map i made for fun.

Red vs. Blu is a map i made for fun, and is currently under development. I am planning on making it a professional map over time.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
You Uploaded the VMF, not the BSP. be sure to upload the BSP next time.
 
Jun 28, 2019
75
12
If you are confused which/where is a bsp file or how to make it, here is how :
first finish your map and then go to the hammer editor, click file, click run map, make sure all options are on normal, then wait for the new window to be done and will show, then locate where you had the file compiled (check the new window "compile log" for where the map
was, then you will find a bunch of files named the same as your map, make sure to check the file type to know which one is the bsp.
Here is a link to give all that i said in better detail, check it out so you can know things like what the map name should be like, how to publish it and so on. credit : tyler, source : experience, link : https://tf2maps.net/threads/guide-how-to-release-your-map.25398/
enjoy map making, i hope to see this map to be a great one.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
I downloaded the map's VMF and took a look around, here are the problems I see.

Entire map is way too open, there's little to no cover and there are sight lines galore, especially sight lines leading directly into each of the team's spawns.

With the singular light entity you have in each room it makes the map very dark in the two buildings you made.

None of your pickups are marked using an overlays, this is made using the :overlaytool: and selecting a texture in the texture browser. Most pickups are marked using patch textures, so you can search "patch" in your texture browser to find a full list of them. Once you find one you like you can click on a brush to put it into your map. If you have any more questions regarding this please check out this tutorial by UEAKCrash:


All your player spawnpoints are not at least 1 unit off the ground, when a player will be spawned, they will be spawned stuck inside the ground.

Your spawn room visualizers do not have the No_entry barrier texture, so no one can see where the re spawn room barrier is located.

You have none of the required logic for the CTF game mode to work in your map. This means the game does not know what gamemode is being played and instead is just having the flags to pick up and be carried and will not grant any points, crits, etc. to the team who captured the intel (this also includes all your doors and respawnroom barriers being broken. I suggest next time directly copying the logic from the ABS Resource pack's gametype library and learning what these entities do before making a ctf map.

None of the roofs have clipping, any blast jumping class can easily camp the balconies overlooking your courtyard if they aren't immidiately killed by the snipers as soon as they walk out of the door.

One final thing to note is your map's naming scheme, Alpha (a1, a2, a3,...) means its a new map and still being built up, Beta (b1, b2, b3,...) usually refers to a map nearing completion with detailing, soundscapes, and refined game play, and RC (rc1, rc2, rc3,...)means the map is considered fully completed and ready to possibly have a chance at being added into tf2, See Crash's naming scheme video for more information:


As of right now I'd suggest changing your map's file name to ctf_redvsblue_a1 for future reference.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
If you need some assistance with scaling, I suggest using prop_static entities using the Heavy player model to help you get a sense of scale in hammer.
 

DXB6_Maps

L1: Registered
Oct 10, 2019
8
2
oh nope, ive been working with hammer for months, the scale is proportioned the way i need it, but thanks for the help.
 
Jun 28, 2019
75
12
the spawn doors are slow, set them to 500 so it would be good,
add covers in the middle area also add health kits and ammo,
having the intel in some team's spawnroom/ spawn area will result in it being stalemate for the rest of time,
For some reason while playing with bots they just get stuck here except snipers?
Please dont forget if you have any problems ask me or anybody on discord for help.
 

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DXB6_Maps

L1: Registered
Oct 10, 2019
8
2
I think adding more stuff into the middle is a good idea, I'll get to that soon. I will try to find a way to fix bots on the map soon also. Thanks for the suggestions, I appreciate help a lot.