Hourglass

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
Hourglass is a control point map. It's a remake of the original C&C_Hourglass from C&C Renegade.

cp_hourglass_a6:

I don't think I am going to continue this map. I'll probably take what I've learned and then start a new map :). I'll make my own layout for the next one, no more remakes :mellow:
 
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Tyker

L5: Dapper Member
Jun 1, 2009
232
142
I added the 'boulders' so people could take cover when trying to move up the hill. And spies can easily decloak there or next to the 2 boulders on top, to take out any sentries or snipers.
Atleast, thats the idea..
 
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DaFatCat

L3: Member
Apr 19, 2009
129
11
Looks like spies will own this map.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Green fog is weird. o_O

The layout was a little hard to understand at first. Somehow, you have to make it more clear that both middle points must be capped in order to cap the last point. Even though the HUD layout is pretty good, it looks like the upper point is separated and more important. You could put them in one line but name them A and B, for example.

The design seems fine otherwise. Keep it up; the idea is great and it seems to work well too.
 

jpr

aa
Feb 1, 2009
1,094
1,085
The layout was interesting and I liked the crystals as well. Unfortunately I was so tired at the moment of playing that I didn't really play attention to the gameplay aspect. I think it played pretty well though, aside from spawncamping.
 

Tinker

aa
Oct 30, 2008
672
334
I had a lot of fun on this map. Points seem designed well, and there don't seem to be much flaws otherwise. Simple, yet good.

Maybe have a Steel-like chalkboard showing what to do? (it's not that hard, honestly)
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
Yeah, I actually wrote down "Make hud icons and/or a side view of the map with the hud icons on them." I hope people will understand the layout better when thats in.
[EDIT]
Also, no idea how to fix the spawncamping. If you look at any valve map they all have 2-3 exits out of a spawn wich can allways be camped by demomen.
 
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Tinker

aa
Oct 30, 2008
672
334
Well the problem here was the height advantage the campers get plus a very, very good sentry spot. I'd say put a metal board against where the small healthpack is above the tunnel, so that spot doesn't make for too easy camping.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
And/or give the spawncamp victims an entirely different alternate route out of spawn so they can just loop entirely around the spawncampers.
 

slarti

L1: Registered
Jun 17, 2009
7
0
One thing I noticed while playing this map is that the two sideways felt a little long and straight. As there is not very much cover these areas are very easy to defend as a sniper making only the middle top/bottom ways a viable choice.

I liked the layout of the two cp's (one above the other but seperated) and due to the small size of the map it was pretty fast paced.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Hey man, you asked in game how to put letters or some other indicators on hte cp points in the HUD. Its actually quite easy.

Double click on your team_control_point and scroll down to HUD icon. You then simply select the picture you'd rather use. Obviously you'll have to make the new icons yourself, and i swear that there was someone that had a template for making them in photoshop but for the love of me I cannot find them.

I'd try and do some searching of these forums because i know i found it here since i used it on a map I made a while ago.

Anyways its as simple as that. Oh and I like how you had the map right in the spawn, however, i think that its difficult to read as a map. I think I would attempt to draw one out that looks like more of a blueprint. That might make it easier to read.

EDIT: HAH, i am victorious: http://forums.tf2maps.net/showthread.php?t=141
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
A fun little map but some things I noticed today:
The top cp is... on a hill. Which means it's an uphill battle for the attackers with little or no cover for a relatively long distance. It can be hard to approach it once a team has settled up there.

The lower cp (inside) is good, but the very long straight tunnels leading to it are really easy to snipe, rocket spam trough. If you make a few bends in there and widen it up it probably could play even better. Also it would help with optimisation a lot.

Speaking of optmisation, there's still work to be done on this. I dont know how this map is built exactly, but maybe a horizontal hint and the top of the hill? should prevent geometry on the opposite side from being rendered.
Don't be afraid to rebuilt and add geometry to help optimise, Having good framerates is something people expect out of a map nowdays :)

The last (base) points are hard to defend due to the overpowering force the enemy can utilize with the height advantage, I'd suggest to make the spawns bigger, like a small base maybe. And have the last point indoors?
You said this is based on another (game)map so I don't know just how faithful to the original you want to be.

Good luck!
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Oh my apologies, i didnt check to see if the link still worked. Luckily i downloaded the template all that time ago so i suppose i could reup it for yall, but its technically not my work so i dunno if i should. Looks like the creator Novacane has been gone for some time.

In any case, the template itself is not vital, i just liked it because it came with the 3 colors ready to go. More important is the VMT info.

Oh and its important to note that you need a locked version of your icons for any points that are locked. So if it looks like icon_blu_a then youll need an icon_blu_a_locked.
 
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