bigcityfight

CP bigcityfight a2

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
Can you share some screenshots?
 

Zorb

L1: Registered
Aug 2, 2021
18
48
Your sense of scale is dangerously off. I don't really know what to say other than that usual drop heights are between 192 hu and 256, and you're making everyone on BLU drop yay high off a building to fight
upload_2021-12-29_12-18-29.png

upload_2021-12-29_12-17-31.png

unknown.png

there's also no light_env as evidenced by these pics, for some reason it only showed once I turned on sv_cheats. Regardless lighting is a MUST on basically any map, even enclosed ones.
upload_2021-12-29_12-28-12.png

I know it's alpha but please consider putting some textures besides pure white, also there's little to no height variation inbetween areas of the map.
Not to sound like an asshole but I feel you need to re-study map fundamentals, UEAKCrash's series on YouTube is one of my favorites and I still frequent it to remember certain things. I say re-study because it's clear you have an understanding of basic game logic (which is something I admit I still struggle with) but not as much for scale and actual gameplay design
And yea, it's always expected to take some pictures of your submission even in alpha stages as Snickerpuffs mentioned
View: https://www.youtube.com/watch?v=7cZhJF4P2vI
 

Joshmaster2001

L1: Registered
Dec 28, 2021
7
1
Your sense of scale is dangerously off. I don't really know what to say other than that usual drop heights are between 192 hu and 256, and you're making everyone on BLU drop yay high off a building to fight
upload_2021-12-29_12-18-29.png

upload_2021-12-29_12-17-31.png

unknown.png

there's also no light_env as evidenced by these pics, for some reason it only showed once I turned on sv_cheats. Regardless lighting is a MUST on basically any map, even enclosed ones.
upload_2021-12-29_12-28-12.png

I know it's alpha but please consider putting some textures besides pure white, also there's little to no height variation inbetween areas of the map.
Not to sound like an asshole but I feel you need to re-study map fundamentals, UEAKCrash's series on YouTube is one of my favorites and I still frequent it to remember certain things. I say re-study because it's clear you have an understanding of basic game logic (which is something I admit I still struggle with) but not as much for scale and actual gameplay design
And yea, it's always expected to take some pictures of your submission even in alpha stages as Snickerpuffs mentioned
View: https://www.youtube.com/watch?v=7cZhJF4P2vI
you dumb udmb thatr is a1 not a2
 

nesman

master of fast travel
aa
Jun 27, 2016
1,296
1,184
Anyhow, my turn for feedback. First let's address the scale of the map. It's big, a trick you can do here is load in a valve map like gorge and time yourself walking from something like Blu spawn to A and compare it to your map to help get a sense of scale.

20211229194342_1.jpg
The tower idea I think is cool for something that happens during setup, I've seen other cool things done with planes and boats in frontline. Dropping into a water pit is, questionable, but works I guess.

SIghtlines. Having some sightlines in your map isn't bad, in fact most valve maps have sightlines in them but are flankable. This is just a flat plane with little to no cover.
20211229194418_1.jpg

20211229194359_1.jpg

Let's talk about A point. Having to cross a pit on a bridge isn't out of the ordinary but this is the only route you've given blu team to attack from. Red also has no ammo packs or cubbies for engineers to establish a sentry hold.
20211229194354_1.jpg


Let's talk B. It's sticking in the ground. Similar thoughts to A.
20211229194427_1.jpg


C was the same. Sightlines, no cover, no health, and no ammo.

Overall I think this map is good for you to learn hammer on and understand the editor but I would do a major rework if the routes and points or start over again. Start with getting a basic grasp of scaling in team fortress and how each class reacts differently to it, snipers benefit from longer areas whereas a class like heavy suffer from slow movement with no cover to hide from the snipers. You could also open one of the valve VMF's and copy brushwork over and convert it to a skip brush to use as a point of reference.

The biggest takeaway if you skipped over everything is scaling.