CP Big Factory (temporary name) A1

A map to make every class useful in at least one scenario.

  1. Not Big Surprise

    Not Big Surprise L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Big Factory (temporary name) - A map to make every class useful in at least one scenario.

    Before judging, this is my first map. I don't want to sound childish, but everyone has to start somewhere.

    I tried to make it so every class has at least one specific role. For example, the middle point is great for jumping classes, yet it can be reached by any other class.
    [​IMG]
    Central control point

    The next point is great for defense classes. There are two main engineer spots, both reachable by spies, and both can be spammed.
    [​IMG]
    RED's control point #1
    [​IMG]
    Cover on BLU's first control point. This spot works perfectly to stop, plan, or make pushes.

    The last point has a large sightline, so Scouts are excelent to capture.
    [​IMG]
    BLU's last control point

    There are also rooms in the central control point that act as flanking routes and provide cover to hurt classes.
    [​IMG]
    This building provides cover, along with health, ammo, and a Teleporter spot. Aditionally, jumping classes can reach easily medium health and ammo packs to make rollouts easier.

    And lastly, a vertical view of the map.
    [​IMG]

    Don't worry, my next map might be more competitively viable. Even 2fort is more competitively vialble. That's not a bad thing for me, but it might be for some of you.
     
    • Like Like x 1
  2. Twist.vmf

    Twist.vmf L6: Sharp Member

    Messages:
    360
    Positive Ratings:
    131
    it is best to add lighting right away, it makes your map look 100% better, and makes it easier to play-test ;)
     
    • Like Like x 1
  3. Not Big Surprise

    Not Big Surprise L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Yeah, I forgot to deactivate my FPS config.
     
  4. TwinMill

    TwinMill L1: Registered

    Messages:
    15
    Positive Ratings:
    13
    NotBigSurprise, I decided to run around your map and give you some feedback.
    I don't mean to be harsh towards you, but I think this map has a lot of problems, and fixing those problems would involve enough major changes that it would probably be easier and faster to build a new version of this map from scratch. For a first map, however, this is a great way to learn the ropes of hammer.
    If you don't mind, I would like to offer you some advice on how to improve. I put it all in an imgur album here: https://imgur.com/a/wOWIq
    First of all the easiest thing to fix is adding a light_environment. There's no lighting at the moment, so your map looks odd in fullbright mode.
    The biggest thing to fix is your scaling. This map is way too big in some areas, with lots of big flat open spaces and no cover (especially in the red and blue buildings where second point is, and on last as well. These areas are a little boring to fight in. Try dividing them up with one or two walls, at least breaking the sightlines. Your ramps and hallways should be at least 192 hu wide, it makes it easier to play and walk on them. Your floors are kinda far up. You shouldn't make things any much higher than 256 hu. So grand scheme, bring the scale down to about half as big as it is now with those dimensions in mind.
    Honestly, I think you might want to change this from a 5cp to a king-of-the-hill map. It will be easier to build and balance, and it's a much simpler gamemode to build for, particularly for your first few maps.
    Your health kits should also not be nearly as common. Put one or two at mid and maybe another in the separate courtyards.
    I wouldn't recommend taking inspirations for layouts from 2fort. It doesn't play very well and it turns into a huge stalemate.

    Here's the thing.
    This is your first map, and it's a great start. I really hope my recommended changes don't keep you from continuing to make maps: I would not have given you this feedback in the first place if it wasn't obvious you put quite a bit of thought and effort into building it. You've done a great job so far, and I hope you build something awesome!
     
    • Thanks Thanks x 1
  5. Not Big Surprise

    Not Big Surprise L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Thanks for the feedback! I tried to lower the health/ammo pack size, make the big room inside the bases a little smaller, added cover, and more diversity to last, and I'm working to make the map better. About the lighting, I don't know why there's no shadows. I placed a light_environment and some lights, yet it doesn't seem to work. But for now, I'll try to fix the map's shape.
     
  6. Da Spud Lord

    aa Da Spud Lord The smartest potato you'll never eat

    Messages:
    516
    Positive Ratings:
    380
    Is VRAD running? For any lighting or final compile, make sure "Run RAD" is set to "Normal". If you're already doing that, or that doesn't work, check for any errors in your compile log, specifically under VRAD.
     
    • Thanks Thanks x 1
  7. Not Big Surprise

    Not Big Surprise L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Thanks! I checked the compile log and it said vrad_dll.dll couldn't be loaded. Apparently, Valve fucked it up in some update. I'm trying to find a fix.

    Speaking of that, does anyone have a fixed vrad_dll.dll?
     
  8. Not Big Surprise

    Not Big Surprise L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    I realized the lighting could cause trouble in future builds if I don't pay attention to it.
     
  9. Da Spud Lord

    aa Da Spud Lord The smartest potato you'll never eat

    Messages:
    516
    Positive Ratings:
    380
    • Thanks Thanks x 1
  10. Not Big Surprise

    Not Big Surprise L1: Registered

    Messages:
    6
    Positive Ratings:
    1
    Ok, I'll try.