canyon

Discussion in 'Map Factory' started by Martham112, May 25, 2009.

  1. Martham112

    Martham112 L2: Junior Member

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    Now, this is my first ever map. I hope it's ok enough for people to play on it, or at least look.

    It's a badwater style payload map, with 4 points. It's quite long, with wide open spaces. There's cover and alternate routes too! I'm not sure what else to put really, so I hope you look at the screens and have a fly around in Hammer.

    Thanks!

    Changelog.

    a1a-Fixed a game breaking bug where Blu would spawn in the Red spawn room.
    a1b-Fixed the bug the correct way, so it no longer occurs. Fixed a door in red spawn.
     
    Last edited: May 29, 2009
  2. The Political Gamer

    aa The Political Gamer

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    Long is right! D: I would recommend speeding up the cart quite a bit to compensate for the size of the map.

    EDIT: Snipers are going to have a field day with this.
     
  3. Martham112

    Martham112 L2: Junior Member

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    You have a point with the speed.
    I'm just worried that if I make it too fast, heavies couldn't keep up with it.
     
  4. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Put in more cover! Rocks (models), and tunnels can really make a map a lot less sniper friendly. Unless Ravidge is playing, if so, your screwed :p
     
  5. SuperNerd

    SuperNerd L2: Junior Member

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    If you're having trouble with scale (map is too big for player) then place info_player_teamspawns down around the map to get a comparison
     
  6. Martham112

    Martham112 L2: Junior Member

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    Ok, so far, these are the things I'll be doing in my second alpha.

    Make the cart twice as fast. Let's hope characters will be fast enough.
    Shorten the timer a bit. If the cart is faster, it'll be harder to defend for 25 minutes.
    More windows.
    Sort out the spawns. I'm worried that blu may spawn in red occasionally.
    Add cubemaps (they allow reflections to occur. At the moment, reflective materials reflect purple and black squares.)
    Player Clip the outer walls. It's technically possible to jump out of the map at the moment.
    More signs and posters.
    More cover.
     
  7. Martham112

    Martham112 L2: Junior Member

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    Version a1a released to fixed a spawn bug.
     
  8. Martham112

    Martham112 L2: Junior Member

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    Gameday bump.

    Sorry about the cart glitch. Not totally sure why it's happening but I'll have it sorted by a2. Definately.
     
  9. Ravidge

    aa Ravidge Grand Vizier

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    To be honest, I dont think this map can be saved.

    The amount of work required to scale it down is more than you would every want, and I suggest you start over.
    Now, you don't have to go and make a totally new concept and a new layout. You just need to build it all again, but this time build 1 small part at a time, get a feel for the scale by playing heavy/soldier when testing. Use cordon to compile small unfinished sections (no need to put effort into sealing before you even know if its sized right.)
    Use models when building. They are always the same size and reminds you of the scale.

    And if you start over you get the oppertinity to use ABS gametype library (yay! no more broken carts).