Mall

Jono00

L1: Registered
May 31, 2009
17
0
Hey guys.
This is my first map ever made using the HAMMER tool, named cp_mall.
cp_mall is currently WIP and does not have a release date as of now.

VDC wiki link for cp_mall.
(UPDATED : July 8th)
Work Log
June 30th-July 8th, 2009
(No pics again, sorry! Next version will include many pics, promise!)
Added:
  • Tunnels that serve as an "escape route" for both teams. The tunnels go from the 3rd floor down to the 2nd and 1st floor. Be careful! The other team can also use these tunnels and use them against you! (Turbine style)
  • Extra signs and assigned letters to each CP to prevent confusion.
  • Overlay on the 3rd floor gates to let players know that the door is locked and how to unlock it.
  • Extra spawn room signs.
  • Added "Time has been added" notification to let players know that, well, time has been added.
Fixed:
  • Removed windows of the spawn room exit corridor and stretched the glass window in the middle to prevent spawn camping.
  • Moved hovering signs to their respective walls (amazingly no one noticed that in the first place!)
  • Fixed random spawn times (ranging from 2 to 7 seconds)
  • Shortened cap times by ~5 seconds.
June 24th-29th, 2009
(Sorry, no pictures this time)
  • cp_mall is now ALPHA1 ! Hurray! You can download the map from tf2maps.
  • Added more spectator cameras.
  • Added lighting and cubemaps.
  • Added capture point positions and some cool triggers like signs changing color and more stuff.
  • Fixed random texture problems.
June 17th-23rd, 2009



  • Added stuff to each shop. Some are more detailed and full than others (nearly empty).
  • Added 2 spectator cameras.
  • Added ammo and med packs around the map.
  • Change of plans - No more Hat and Sports shops. Welcome the new Payload shop and Movie rental shop (no overlay signs made yet).
  • Domination? Maybe... maybe...
A1 is getting closer and closer, all that's left are the cubemaps and lighting!

June 14th-16th, 2009


Added:

  • 11 shops, 9 on the first floor and 2 on the second floor. (note: walls only)
  • Walls for gib gallery (+sniper protection).
  • Custom overlays to all 9 bottom floor shops (see image).
  • Started working on 2nd cap points (BLU/RED)
Also, fixed various problems.

Older work log entries can be found at the vdc link.

Please let me know what you think of what I have made so far (even though its not a lot).

Thank you and enjoy! :)
 
Last edited:

Gaw

L4: Comfortable Member
Apr 21, 2009
167
24
It has great potential, however it is too early to tell how it will turn out.
 

Jono00

L1: Registered
May 31, 2009
17
0
Thanks anon.
Map updated.

Also, A question. I was wondering if i should put gates at the top of the stairs leading to the top floor, to prevent engie camping. Think I should do it, or should I leave it like is, for fairness (and realism)?
 

SharpDagger

L1: Registered
Jun 7, 2009
12
0
Uh oh do i see a hl2 texture :\
In tf2 maps don't use hl2 textures other wise people without hl2 will just get black and purple squares
 

eXeC

L1: Registered
Sep 30, 2008
37
1
When in the texture browser enter "tf" into the keywords box (without the quotes) and it will only show tf2 textures minus a couple of exceptions.
 

Jono00

L1: Registered
May 31, 2009
17
0
@SharpDagger, eXeC - yeah, People already told me these are HL2 textures. Ill change them though, but later on, as it is a minor issue.

Thanks!
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
My advice is go to a mall, take a bunch of pics and start from there.

If you can find a 1950's or 1960's set of pics, even better!
 

ghouly

L1: Registered
May 12, 2009
24
6
From looking at the screen shots, I'm not sure exactly what type of map you're making, or your ultimate goal. If this is a map to learn how to use hammer, then I would recommend also learning proper TF2 proportions while working on it. The areas in these screen shots are a bit too large, and too open to snipers and what not. Really spend some time blocking out the entire map before doing any texture or detailing work. Then run through that map with the engineer, or a medium speed class and see if it takes too long. Use Valve maps for reference on what is considered average.

Good luck!
 

Jono00

L1: Registered
May 31, 2009
17
0
The texturing is not final, hell, its hardly alpha. As for blocking out everything and making the map balanced, that is my #1 priority. This is an extremely difficult task at times, but I am always trying to figure out ways to make the map as balanced as possible.
Remember that his map is pre alpha, so a lot of changes will be coming in the future.
Thanks for commenting! :)
 

Jono00

L1: Registered
May 31, 2009
17
0
Updated June 16
 

Jono00

L1: Registered
May 31, 2009
17
0
Update, June 23rd 2009. Pre-alpha 0.7
 

Jono00

L1: Registered
May 31, 2009
17
0
Update!

Bump due to MAJOR update - a2.