ctf_antarctica

CTF ctf_antarctica a9

Billo

aa
Feb 8, 2016
921
404
It's cool that you address the problems of your map and try to fix them but I strongly believe that in order to fully "fix" this map you need to remake it from scratch. Keep your ideas and apply them in the 'reworked' version later on.
Some problems that I noticed while playing your map are:
> The map is way too long
> The map is overscalled
> Playing any other class but sniper is a pain in the ass ( that's caused by bad sightlines )
> The map is flat in many places ( and this could be a problem while you're developing maps later on too. If you have an area for instance and you can't come up with a design, chances are that area is already flat. Try changing up the scenary a bit )

That's all I had to say. I suggest you compile and run around the map often as every class so you have a bigger understanding of how it FEELS to play your map. I hope I helped
 

mr. piggy business

L2: Junior Member
Apr 5, 2020
53
2
i really did my best on the sidelines but i guess i should make the sidelines better. i fixed the overscaling but its still overscaled what do you recommend on size of a average ctf map? should i change up the geometery of the entire map. i try using the mountain tool (where you can make the brush hilly) but i am really bad at it. i tried at first but people said it really sucked. if i rework my map what elements/areas should stay or just only the snow theme? thanks for your feed back though!
 

Billo

aa
Feb 8, 2016
921
404
There is No define size if you ask me. I recommend you build your layout and run around and judge if it is suitable or not. Maps like upward have some huge sightlines which almost never really factor negatively on the map's gameplay. It's really a matter of how it feels rather how it looks.
I think you should really experiement with the geometry. See what sticks and what doesn't. I am surely going to get some backlash from what I am going to suggest but check 3kliksphilip's making of de_sparity. There are 13 videos on a playlist with voice over ,gameplay etc.
From watching this somebody who is mapping for 4 years now learned a ton of new things. I am certain you will see another angle of level design which you haven't seen yet.
Staying on the Team Fortress subject, Paper also has on youtube a few videos on level design called "My TF2 Mapping Projects" there are as of writing at least 6 parts. Watching someone else work and seeing their past maps , what they learned , the difficulties they faces will surely give you a boost.
Lastly since I am answering your questions one at a time, there is also the smoothing tool while playing with displacements. A reason why your displacements may look weird, is because you have one giant displacement which makes it harder to work on. If you load up a valve map for example you will notice that the ground is consisted of many faces. That allows the map maker to add more detail not only to the texture but to the displacement as far gameplay is concerned. Now for which areas to rework/keep that's up to you. I won't tell you how to design your maps since we are two seperate people, we work and live differently.
Anywayz, I hope I answered all your questions and gave you a better look on how to work. Good luck with your future endeavors!
 

mr. piggy business

L2: Junior Member
Apr 5, 2020
53
2
this update contains some of these changes:
1. filled some sniper sidelines
2. made some displacements to make the map look less flat (if there needs to be more hills comment and give some critisim)

a small update but i need some more critisim one this map just say what you think

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mr. piggy business

L2: Junior Member
Apr 5, 2020
53
2
hey whats up? i am good i have made some changes in the alpha 5 here they are:
added and deleted some cameras for spectators
added some little houses for extra cover
closed some sniper spots because the sidelines were to bad
changed the water textures
made some ice glaciers for extra realism you are at Antarctica

that was it have a good day

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mr. piggy business

L2: Junior Member
Apr 5, 2020
53
2
whats up, alpha 6 is out here are the changes:

-made pickup patches on every pick up
-remade the floor so now its a displacement that is easier to make hills
-on the middle point there is a tower were now the roof is open (this is to encourage sodliers and demos to come up there)
-made some little annoying changes like little gaps between brushes
-made some chrashed planes with some health packs and ammo packs

well that was the update, if you want to suggest something do it please!
have a good day

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mr. piggy business

L2: Junior Member
Apr 5, 2020
53
2
i updated my map again these are some changes i made:

reworked the middle so its more interesting
added some housing so the map is more full
moved the building that were in the middle before left of spawn
added some detailing in textures and props

it was long time since i updated my map so hope you enjoy
see ya

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mr. piggy business

L2: Junior Member
Apr 5, 2020
53
2
hows it going?
i made some changes i am very busy so i will update less and less frequent but here they are:

- i remade the intelegence ''room'' i like it more because it is better geometry
- i textured some brushes to give the map more colour (i have changed the water texture)
- i added a waterfall (i will detail this later so dont judge it to hard)
- i added a small healthkit by a side building to fall back to

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