CP abandoned

Discussion in 'Map Factory' started by Sonatron, Aug 27, 2012.

  1. Sonatron

    Sonatron L1: Registered

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    The map is basically finished, but it does need some more human input (I've only tested it with bots). It's my first map so it's not fantastic but I've tried to implement elements for all classes in order to keep the map balanced.
     
    Last edited: Aug 27, 2012
  2. GPuzzle

    GPuzzle L9: Fashionable Member

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    First of all, is there any way you can to the first point without taking the first block? If there is no way, add one. It takes a few seconds and allow players to go to the point without dying. Also, I love the atmosphere of the map. It's preety good. Consider a bit less detailing next time you finish an alpha. Alphas were made for easy changes in layout, but your artpass is interesting.
     
  3. Sonatron

    Sonatron L1: Registered

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    With the first point, do you mean are there multiple routes? because there is another way to get there on the other side which you don't really see in the video, it's a bunch of boxes and stuff. It does take a few seconds to climb up that too though, I'll look into putting a smoother way there if getting to the first point becomes a problem for BLU.
    I agree with what you say about detail, next time I'll play around with the map layout before adding so much stuff to it. I was just sort of excited to add stuff like that.
    Thanks for your feedback :D
     
  4. Jeremy

    Jeremy L11: Posh Member

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    Release Candidates need real testing dammit

    Also, screenshots please?
     
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  5. Sonatron

    Sonatron L1: Registered

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    Updated the OP.
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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    Way, way too dark, height scale is probably too large, looks too open and you should never test with bots because they are really fucking dumb.
     
  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Why is it that when I saw the first shot - I immediately thought of Half-Life and that feeling didn't go away when I looked at the others?

    And Agreed - way to dark
     
    Last edited: Aug 27, 2012
  8. Jeremy

    Jeremy L11: Posh Member

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    I think I can see one or two Half-Life 2 textures though I could be wrong.
     
  9. Sonatron

    Sonatron L1: Registered

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    These are definately all TF2 textures.

    I guess I should completely rethink the "abandoned factory" theme then :mellow:
     
  10. Jetti

    Jetti L5: Dapper Member

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    You can make almost anything not open and too large.

    You just have to use some mapping magic.
     
  11. Kengon

    Kengon L1: Registered

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    I'm about to go to bed, so I'll only give feedback based on the screenshots you provided, but:

    Generally, I like the map, and I think you should be proud of it as your first finished map! The first map I published for HL2DM was pretty uninspiring... And didn't work. :p You've done well!

    Firstly: You're using a lot of HL2 textures. In this screenshot, you're only actually using about 3-4 TF2 textures, and about 4-6 HL2 textures (e.g. the metal vent texs on the sides of the box in center view; the metal girder tex on the bridge; the metal tex around the doorway with the red light at top right). You should avoid using these in your maps, because 1) it detracts from TF2's clean artistic style and colour pallets, and 2) because if the user doesn't have HL2 installed, they may not be able to see the texture at all.

    Secondly: There's not a huge level of detail. Granted, this is your first map, but it's fairly obvious that there are differences in the level of detail between this screenshot from your map, and this screenshot from cp_gorge. Adding in decals, making more complicated brushwork, and trying to give the map a bit more of a backstory and ambiance. It's hard to say exactly what to do and how to do it in terms of adding detail, but it should all be theme-relevant and cut out any blank walls.

    Those are just the brief comments I'll make so you can take your map further. It's a good starting point, and you should be proud, as I said!
    The best way that I found to learn how the best maps are made was to actually go into the map and look at the brushwork and layout. You can find them all decompiled for you to poke about in here. Learn from the best! Good luck. :)

    Edit Sorry, I was looking at your old release thread. I'll leave the links to the screenshot tumbnails in for legacy.

    In the second screenshot from the top, the floor of the bridge with the big metal pillar on it is definitely a HL22 texture, I'm almost certain. I could be wrong about the other textures, I mentioned before, but I've used this in HL2 maps before.

    Another thing I meant to say was that screenshots look much nicer without the GUI in the way.
    Open the developer's console, and type in "sv_cheats 1" then "cl_drawhud 0". It'll hide it for you.​
     
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    Last edited: Aug 27, 2012
  12. Sonatron

    Sonatron L1: Registered

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    Thanks :D it's somewhat inspired by my dad's old factory I used to visit :)

    I was searching desperatly for something that would fit the factory style in the SDK model viewer and came up with little :\ I'm going to add some pipes and anything else I can find later though.
    Also, this map used to have quite a few decals (all from TF2) but when I actually tested the map in TF2, they showed up black so I deleted them :\

    Seriously? I always put "tf" in the filter when I was looking for textures, I guess it isn't that simple.

    Ah I didn't know this, thanks :D (the new screenshots I'm about to upload are before you said this so all the GUI is still there in them :\)

    Thanks for the feedback :D about to upload new screenshots now.

    EDIT: going on holiday for a few days, so when I get back I'll continue updating the map.
     
    Last edited: Aug 27, 2012