Need feedback on how my new map is looking

Open Blade

L420: High Member
Nov 30, 2007
439
34
I would like to know what you guys like or dislike about my map in progress. It's a single stage payload map with 4 checkpoints (like badwater). I only have 2 checkpoints complete and am very happy with the compile times (under 3 minutes). I've got quite a bit of detail in but not all of it.

I think I need a new cliff texture, I don't think it's a good match with the rocks and I just noticed one of the rocks has the wrong texture. I like the layout so far. Trying to keep the rooms close to the track and the alternate routes short so they get you back to the track where most of the action will take place. I'm not going crazy with the alternate routes either. A few here and there for strategy and to prevent bottlenecks but not too many where players are getting lost or wandering far away from the track area.

The first area I wanted to be sorta industrial as this is the blu spawn area and then between check points 1 and 2 it's a transition area away from industrial to older buildings and such. I am planning to open things up a tad for check point 3 with more displacement work and the track will meander through some rocky cliff areas and a dry creek, and then into more buildings for the last point at the red spawn.

Anyway, I appreciate your feedback. Thanks.



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zornor

L4: Comfortable Member
Jan 14, 2009
195
23
Looks pretty awesome. Just a couple things of note:

1. Use some blend textures so the ground isn't so bland.
2. Overuse of that metal texture in the last couple of screenshots, imo. Try mixing it up a bit
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
Looks pretty awesome. Just a couple things of note:

2. Overuse of that metal texture in the last couple of screenshots, imo. Try mixing it up a bit

Actually that was something I felt also as I ran through it. I also think the very beginning industrial building where the gates are needs some more varying heights, not just a straight top on both sides.

Do you have a texture in mind that you think would fit with those metal textures? I don't want to use a brick. I guess maybe a wood texture would fit well.

Thanks.
 
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zornor

L4: Comfortable Member
Jan 14, 2009
195
23
I don't have an exact one in mind but I was also thinking of a wood one.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
Looks pretty good so far. May need some detailing in places, but thats minor. whats the name?
 
Apr 13, 2009
728
309
You may want to add some (closed) windows/doors on some of the more bland looking walls. Conduits, pipes, gutters, etc...

Otherwise, pretty good, really.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
pl_coal chute
pl_miningtown
pl_santaria
pl_coal creek
pl_rawhide

some of those are actual coal mine names :)
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
I'd recommend a slight angle in your light_env. It looks weird having the sunlight be straight down.
 

irishladdie727

L1: Registered
Jun 13, 2009
8
0
Looks good, it just doesn't really stand out to me as very different from the current PL maps, especially with respect to the desert compound setting.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Looks almost Valve-esque in a way.

Is this a standard Payload map (BLU vs. RED?), if so, the texturing toward the last point should reflect this. (BLU-Neutral-RED)
 

Altaco

L420: High Member
Jul 3, 2008
484
120
I'd recommend a slight angle in your light_env. It looks weird having the sunlight be straight down.

Yeah, even in the middle of summer the sun is never directly above, try -80 or -75
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You sir, have the TF2 style down to a "T". This is the most accurate i've seen any map to date, replicate the TF2 theme like Valve does. The scale is perfect. The style is sufficient other than a general theme that has yet to be created for the map, and dictated by detail (although almost certainly to be "mining themed").

Your cliffs look fine, but if you're having trouble matching them to your map take a look at pl_goldrush and check out some of the cliff textures used to boarder the first stage at CP1 and second stage CP1 and 2.

A good shortcut on payload maps, particularly single stage, are just some stairs off the side that allow you to gain some height and shoot down onto the track. Generally, these passes may double over onto the other side of the track in a helix fashion (IE go up some stairs on the right, move through a room that overhangs the track and come out to a balcony on the left.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
You sir, have the TF2 style down to a "T". This is the most accurate i've seen any map to date, replicate the TF2 theme like Valve does. The scale is perfect. The style is sufficient other than a general theme that has yet to be created for the map, and dictated by detail (although almost certainly to be "mining themed").

Your cliffs look fine, but if you're having trouble matching them to your map take a look at pl_goldrush and check out some of the cliff textures used to boarder the first stage at CP1 and second stage CP1 and 2.

A good shortcut on payload maps, particularly single stage, are just some stairs off the side that allow you to gain some height and shoot down onto the track. Generally, these passes may double over onto the other side of the track in a helix fashion (IE go up some stairs on the right, move through a room that overhangs the track and come out to a balcony on the left.


Yup, I only have a few "shortcuts" in place, probably one per checkpoint and they are pretty much a flight of stairs up to the 2nd level playing area (along with a few small deck areas), on the first 2 check points anyway. The 3rd area which is gonna be more displacement work will have to feature some high pathways or something with maybe a shack here and there for tactical cover points. I've also decided to use a Red gate near their spawn to allow Red a short cut to blue 2nd point so they don't have to run all the way through the map, but that door will close once Blu caps the 2nd point. I'm putting the Blu forward spawn at the 2nd point so that to me sounds like fair play to both sides.

Thanks for the kind words sir :) I got more picks coming up. I revised a ton of crap thanks to the advice here.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
Changes:

Light Env - now 70 degrees

Blu industrail buildings near spawn are more varied in height, a few more props, and different texture use on many of the buildings both inside and out.

Displacement cliffs and rock models have new texture/skins that I think go together much better (same as Goldrush).

Displacement ground has 2 blends now, grasstoground and also graveltoground. I think I have a good mix of where they should go. Near the cliffs and rocks, I am using the gravel, everywhere else will be sparse grass.

Tall buildings just past 2nd check point are now more varied in textures. I tried wood but it really didn't fit well with all the tin/metal building walls so I changed a few up from the gray to the brown with rust.

Bridge around first corner before checkpoint 1 removed, it was too low and if I raised it, did not go into the small cliff all that well. I revised the building so the shortcut was 1st level doorway and removed wood bridge. To allow Blu access to the ledge/cliff at first turn, revised steps coming from Blu spawn gate 3 and put a small wooded deck to cliff (good place to put some locked up props :).

More work completed after 2nd checkpoint but since the track is headed right into the sun at that point, when I changed the angle to 70 degrees it cast too many shadows and I need more lighting becase there is way too much light bleed through the func_details.

The layout is good, nothing changed as far as the track. I'm counting track pieces and each checkpoint segment has 12 so I feel that is good. There are enough straight areas where snipers can have their spots and enough curves where they can't dominate.

Anyway, let me know your thoughts on the changes. Thanks.


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Open Blade

L420: High Member
Nov 30, 2007
439
34
Some more screenies of some updated work and a question.

I did change up some things, such as the wood deck at blu base, the old one was way boring. I got alot of work done last few weeks. Working on final stage now. Here's some pics of the last checkpoint path to the last turn before the end. Obviously alot of detail work is still needed but it's getting close.

Remember how I said on the 3rd checkpoint I was going into a more open area with more rocks and nature, and then back into some wood and red type metal buildings for the end point, I think I did a good job of the open area without making it too open and large, and transitioning it back into a town feel for the final segment of the path.

And the question is, you will see on my mining wall near check point C, one of the top wall models is not getting light correctly. I turned off shadows on the wall props as well as the rocks so not sure why that 1 single wall prop is shaded. Maybe it's just corrupt?

Anyway, I hope you enjoy the pics, always welcome to feedback from you guys. I've already used alot of the advice from the earlier comments. Thanks.

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Pyroguy

L1: Registered
Jun 6, 2009
23
2
The only small thing I can say is some of the indoor areas look fairly open. Perhaps put something in the middle that offers a little bit of cover (some ceiling columns with boards on them or something). Other than that, this looks extremely impressive. What is the end-goal?
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
The only small thing I can say is some of the indoor areas look fairly open. Perhaps put something in the middle that offers a little bit of cover (some ceiling columns with boards on them or something). Other than that, this looks extremely impressive. What is the end-goal?

Most of the indoor areas will be last to fill with junk. Just trying to get the layout done and then next the path entities and stuff. I save alot of the detail work for last once I know everything is working good.

The goal is set to have it done by end of July.