Buffalo

Discussion in 'Map Factory' started by Maroon, Apr 18, 2009.

  1. Maroon

    Maroon L1: Registered

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    revised cause the original one was way too small.

    considering making into a multi-staged one, but seems a bit complicated for a first proper tf2 map.

    more text should probably go here but i don't know what to put.

    can't really think of any bugs apart from stickybombs sticking to blockbullets brushes, meaning that you can stick them to thin air.
     
  2. Dustoxx

    Dustoxx L6: Sharp Member

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    Looks good, except for the skybox. ;)

    You can change it in Map>Map properties
     
  3. ProfFiendish

    ProfFiendish L2: Junior Member

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    Hey, looks like this will work. Beware of long sightlines like what you have around point C, because even though you have alternate routes (which look good so far), snipers seem like they would be overpowered in defending point C.
     
  4. Maroon

    Maroon L1: Registered

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    i'll probably add some routes through buildings that make it easier to avoid snipers, but you'll still have to face them when you're pushing the cart. i think the skybox is the lumberyard one, those screens are probably a little outdated.

    and for testing, i might not be able to stick around for all of the half hour, so if people could report any issues/bugs in here that i don't hear about during testing then that'd be great.
     
  5. eerieone

    aa eerieone

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    k....
    ok, blu spawn, only one exit? i know it´s no obligation to have at least two, but that´s what players need, e.g. as a spy i don´t want to have to exit through the same door as the ubered heavies and pyros, that´s suicide

    first cap, what´s up with that? waaaay to close to spawn, no chance of defending properly
    if you had the idea that there is only one exit and its hard to cap, then you should provide red according sentrypositions to secure it, as well as the ammo to get the defense up

    the best evolved part was cp3 to cp4, there we had alternative routes splitting the fire, the areas before that were just long chokepoints of death. sneak in some sideroutes to make the combat more dynamic and shifting than just meattrains clashing into each other

    in addition to that, give the track some highs and lows, atm the track is completely flat and that´s a little boring

    i like the idea that i can see the incoming enemy. but it makes no sense that i can´t shoot over the fence. think of s.th. that allows that without looking out of place like the fence
    [​IMG]
     
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  6. Maroon

    Maroon L1: Registered

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    i see what you mean about the track being flat, i'll try doing something around the massive straight area to solve that. as for the fences, i'll try making them something else.

    not too sure where to move the first cap to, although i'll possibly add more decent sentry points and ammo around there to make it less easy to attack.
     
  7. eerieone

    aa eerieone

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    you don´t have to move the cap, you can move the spawnroom further back to gain distance to cp1 :)
     
  8. taraph75

    taraph75 L1: Registered

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    Hi! I tried to playtest your map on my server and some of the textures were missing. I know NOTHING about mapping - but another mapper mentioned that you didn't package the textures into your bsp possibly? We'd love to playtest this again, but we'd need the textures back.
     
  9. Maroon

    Maroon L1: Registered

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    textures should be zipped into it, dont know why they didnt work.

    you probably downloaded an older version, newer one is uploading now for the gameday.

    does anyone know what the shit is going on here:
    [​IMG]

    it's only cropped up in the most recent compile, and i havent changed the lighting since then.
     
    Last edited: May 1, 2009
  10. Termaximus

    Termaximus L5: Dapper Member

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    I would guess it is the light coming through one of your change link fences. If you have a fence in that area you could try disabling shadows from it. Other than that no clue.