Short Circuit (if not taken)

pisaman2

L1: Registered
May 27, 2009
34
1
So, this is my first map that I plan to actually finish :/
Remember, it isn't actually done yet and it probably won't be for a while :(

The ultimate goal for BLU is to capture the intelligence and for RED to defend it. However, it has a twist because lasers in every single entrance to the Intelligence room stop BLU from getting there. BLU capturing any one point disable some entrances whilst capturing the other point disables the other lasers openning easier routes for BLU to take. In summary, BLU have to capture any random point and then can either capture another point and make capturing the intel (ultimate goal) or just go straight for the intel by taking longer, more difficult paths.

To do:
Add a ceiling
Add lights
Add lots more detail and textures
Adjust the round time
Adjust how long it takes to capture a point
Make the respawn rooms look and act like respawn rooms
Player clips, occluders, no clip, etc
Lots and lots of other things

Note 1: I realise a lot I have a lot of tidying up to do in terms of level structure and stuff like that :(
Note 2: Don't have a clue what to put in map version
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Lights may be tedious but make your ss's look 10x nicer. You also cannot submit maps to gameday without having run vrad. So you might as well put them in.

Your map seems (quite obviously) influenced by ctf_well. Try not to mimmick layouts too much, or atleast to the extent that one can make the association like this. As it makes your map feel un original.

A few scaling issues (perhaps). Some area's look big, but without lighting it is hard to tell. Some area's may be no bigger than well's own rooms, but i often consider well's intel room unnecassrily large.

edit: Also, Try not to rely on model staircases. They are obviously dictating the shape of some area's of your map where you attempt to fit them in.

In fact i have recently written an informative article on the construction of staircases here: [ame=http://forums.tf2maps.net/showthread.php?t=8827]click meh![/ame]
 
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pisaman2

L1: Registered
May 27, 2009
34
1
Lights may be tedious but make your ss's look 10x nicer. You also cannot submit maps to gameday without having run vrad. So you might as well put them in.

Your map seems (quite obviously) influenced by ctf_well. Try not to mimmick layouts too much, or atleast to the extent that one can make the association like this. As it makes your map feel un original.

A few scaling issues (perhaps). Some area's look big, but without lighting it is hard to tell. Some area's may be no bigger than well's own rooms, but i often consider well's intel room unnecassrily large.

edit: Also, Try not to rely on model staircases. They are obviously dictating the shape of some area's of your map where you attempt to fit them in.

In fact i have recently written an informative article on the construction of staircases here: click meh!


I completly agree about the size of the rooms. I plan to make the intel room a lot smaller somehow. Some model stairs where only temp. I was focusing on the props and such. I'm thinking of going over some texturing and beleive it or not, i have yet to play ctf_well ;) Thanks very very very much for the feedback :)

EDIT: The stairs article looks great! Thanks for writing it
 
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