Watershed

Slainchild

L1: Registered
May 31, 2009
27
1
Creak

Hi all,

This is my first TF2 map, and also my fist venture into mapping for Hammer. Started getting into TF2 more recently so I decided I'd start something. About a week's work so far.

Any feedback would be appreciated at this stage, though I am fairly happy with the layout as it is (maybe not the mid section at the moment). I didn't want to start with anything too complex so don't go suggesting massive changes to things. :D

There aren't any ammo or health pickups yet. Any architecture that looks unfinished looks that way because it is... etc etc

Play it and let me know what you think. :)

Enjoy.
 
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Slainchild

L1: Registered
May 31, 2009
27
1
The spawns look nice but the map is a bit too open. However, for a first map it looks good.

Thanks. :)

Where in particular would you say it is too open? I do plan to add bits of cover here and there on the upper outside walkways (railings, some crates etc) and down below on the terrain. I think the bases and corridors within are ok as they are and might get a bit cramped if I start adding too much stuff around...
 

Slainchild

L1: Registered
May 31, 2009
27
1
Updated to alpha 2 :)

Changelist is in the original post with 2 new screenshots.

edit: Can a mod change the thread title to Creak please? The forum hasn't picked it up. Thanks ;)
 
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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
This map needs more lovin'! I think it's turning out great and the style is developing into something quite distinguished. :)
 

Slainchild

L1: Registered
May 31, 2009
27
1
Been working a bit on the sniper "pillbox" room today:

809c48f0.jpg


Complete with jars of piss you can shoot around ;)

53211b89.jpg
 

Jive Turkey

L3: Member
Jan 22, 2008
120
32
Some nice details in those screenshots. Though it does remind me of a Quake map for some reason. Maybe the paucity of props and junk laying about. Lookin' good though.
 

Slainchild

L1: Registered
May 31, 2009
27
1
Jive Turkey: My mapping background is Unreal Tournament and Quake, so maybe thats why you make that connection. :)

Frogger: I just added a player clip brush over the steps so its a flat slope for the player to collide with rather than each individiual step.
 

Slainchild

L1: Registered
May 31, 2009
27
1
Made some new spytech spawnrooms since the map was missing any kind of shady science organization references:

b5e41e32.jpg


Work on some previously empty rooms too:

ad319422.jpg


:)
 

Cold

L1: Registered
May 23, 2009
31
5
Is this your first map or your first released map?

Either way looking at the screenshots it looks very impressive and I see lots of great detail.
 

Slainchild

L1: Registered
May 31, 2009
27
1
First Source engine map. I spent a few hours of messing about and reading tutorials for Hammer before getting started on drawing my layout. Then I just started building it, learning new stuff as and when I needed to. :p

I've been mapping for UT games since 2003/2004 and Quake3 before that, and a lot of that knowlege is relevant in Source too (general level design theory, BSP, lighting, where not to place stuff, etc).
 

Bonesinger

L1: Registered
Aug 20, 2009
2
1
Is this your first map or your first released map?

I can tell you it's certainly not his first map ever :p

I just had a small 1v1 with a friend of mine so I can't say a whole lot about the layout. Seemed perfectly fine to me, however that could be subject to change if you throw in a couple more players.

I did run into a problem while playing as the Engineer.

As seen in that picture you can place a sentry on top of the rock leaning against that small shack. The problem with this is the Sentry is in a perfect location that looks over the whole right side of that section and is hard to attack without getting shot to a billion pieces and then blown up. Another thing about this spot is the full ammo crate is about a two second distance from the Sentry and has a 10 second spawn on it.

I'm not sure about the pickup placement on this map as well. You have a full health, full ammo, and small health pickup all within about 5 seconds of each other right outside of each base. There doesn't seem to be much risk of obtaining these and they are on the quickest route from base to base. I think it would be good to move some of these out to the side paths to help promote players to explore.

Lastly there is a set of stairs in the blu base that doesn't have a player clip on it. (All though I think you've already fixed that?)

The level so far is looking great and I can't wait to play this with more people. Good to see you're making a map for TF2;)
 

Peterm

Banned
Jun 1, 2009
171
8
I can tell you it's certainly not his first map ever :p

I just had a small 1v1 with a friend of mine so I can't say a whole lot about the layout. Seemed perfectly fine to me, however that could be subject to change if you throw in a couple more players.

I did run into a problem while playing as the Engineer.

As seen in that picture you can place a sentry on top of the rock leaning against that small shack. The problem with this is the Sentry is in a perfect location that looks over the whole right side of that section and is hard to attack without getting shot to a billion pieces and then blown up. Another thing about this spot is the full ammo crate is about a two second distance from the Sentry and has a 10 second spawn on it.

I'm not sure about the pickup placement on this map as well. You have a full health, full ammo, and small health pickup all within about 5 seconds of each other right outside of each base. There doesn't seem to be much risk of obtaining these and they are on the quickest route from base to base. I think it would be good to move some of these out to the side paths to help promote players to explore.

Lastly there is a set of stairs in the blu base that doesn't have a player clip on it. (All though I think you've already fixed that?)

The level so far is looking great and I can't wait to play this with more people. Good to see you're making a map for TF2;)

try making the clip on it or whatever is on it smaller and if your using hitboxes dont but try and fix it