CP Amelinium

Discussion in 'Map Factory' started by Pawlakov, Aug 26, 2013.

  1. Pawlakov

    Pawlakov L4: Comfortable Member

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    Map is attack-defend type, like cp_steel.
    Map has a lot of small rooms for spies, campers and tele-engies.
     
    Last edited: Jan 13, 2014
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Many people wont download a map without seeing some images first, could you provide some?

    (Or, is there pictures and my tablet isn't showing them)
     
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  3. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Nope

    No pics

    No clicks

    No flips
     
  4. Pawlakov

    Pawlakov L4: Comfortable Member

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    Added some screenshots
     
  5. colacan

    colacan L5: Dapper Member

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    Add lights
    And it looks too small
     
  6. Pawlakov

    Pawlakov L4: Comfortable Member

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    Should i continue this map or it's really too small?
     
  7. Fantasma

    aa Fantasma

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    You could use the transform tool to make it bigger, and add extra paths.
     
  8. jakoman

    jakoman L1: Registered

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    If you're going for something like Steel, you have to keep things close together, but yeah, you've also got to make sure all your points are on separate battlefields. Steel is pretty unique in how it uses dynamic elements to keep people going to the right point, so it's pretty hard to replicate it's approach.

    None of that is any reason just to stop working on it though. You should look at what you have, figure out what you like and what you don't, and start revising.
     
  9. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Never ever do this. Scaling an entire map will more than likely create odd prop placement, weird brush dimensions, and generally look silly. Redoing everything by hand with proper scaling in mind is much better practice.

    From the screenshots it's obvious the map is too small, so it seems that you don't have a good grasp on TF2 scale yet. Steel-type is a rather hard mode to map for; I suggest trying 5cp push or koth first, as those are more forgiving gamemodes to map for.

    Also +1 for being Polish
     
  10. Pawlakov

    Pawlakov L4: Comfortable Member

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    Are you too? To znaczy czy ty też?

    But now i'm making another map i will not continue this one (i don't like symmetrical maps)
     
  11. Pawlakov

    Pawlakov L4: Comfortable Member

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    How to change thread's name?
     
  12. Pawlakov

    Pawlakov L4: Comfortable Member

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    Update!

    Now added second control point!
     
  13. Toxindude

    Toxindude L3: Member

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    Bbbbllllluuuuuueeeeee!!!!! :)
     
  14. Pawlakov

    Pawlakov L4: Comfortable Member

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    Wut?
     
  15. Pawlakov

    Pawlakov L4: Comfortable Member

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    Alpha 1

    MAPS NOW PLAYABLE!!! (screens are actual)
     
    Last edited: Sep 4, 2013
  16. Toxindude

    Toxindude L3: Member

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    Your original screen shots all I could see was dark blue color but I see you updated them.
     
    Last edited: Sep 4, 2013
  17. Pawlakov

    Pawlakov L4: Comfortable Member

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    still 0 downloads :(
     
  18. Egan

    aa Egan

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    Wait, so when you said:

    You actually meant you were going to continue development? Hmm. Well, whenever we do another impromptu test we can toss it on there so you can get some feedback and stuff. (Which will be soon).
     
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  19. Pawlakov

    Pawlakov L4: Comfortable Member

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    How can i change threads name?
    How to fix leaks between displacements?
     
    Last edited: Sep 6, 2013
  20. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    To change the thread name, you'll need to PM a site staff to request the change.

    As for displacement leaks, do you mean leaks as in entity leaks or do you mean it's now "sewing" which gives you physical and visible holes.

    For the entity leaks, displacements don't seal that map. You'll need to place a nodraw textured brush under the displacement to properly "seal" the map. Just be careful, that if a displacement dips into a nodraw brush, then you'll get a crappy looking black spot. You'll want to make sure that any dips you have in the displacement stay above the nodraw.

    For the visible holes, you'll need to make sure the grid pattern that appears on the displacement line up with the side that you want to "sew" (or, make it so it doesn't have holes. It's like sewing 2 piece of fabric together). The easiest way to do this is make sure that both the displacements are either the same power (so, both power 2) or are multiples of each other (power 2 and a power 4). The better technique is to just make sure they are the same power. Then you need to make sure that the edges that you want to sew are the same length. So if you want to sew together 2 square displacements on a single edge, then the 2 edges need to be the same length and in line with each other. So both of their vertices are on top of each other.
     
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