CTF Centrifuge

Discussion in 'Map Factory' started by Sniggyfigbat, Aug 6, 2014.

  1. Sniggyfigbat

    Sniggyfigbat L1: Registered

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    I've done a bit of Hammer mapping in the past, but this is my first map uploaded to the forum, and I decided to go with a simple ctf map.

    It uses a lot of elements from 2fort (one-way-drop sniper balconies overlooking the main point, protected sewers, upper routes for scouts and sollies), but hopefully it should play fairly uniquely, and be quite a bit of fun.

    As of the first uploaded version, I'm not entirely sure about the base interior layout, so expect that to change significantly if it turns out to be badly balanced. Otherwise, this map should be fairly test-ready.

    Thanks for any input!
     
    Last edited: Aug 9, 2014
  2. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    All that white concrete is so hard on the eyes! Please use dev textures (orange and gray, reflectivity, team color) in the alpha stages of your map!
     
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  3. Bunbun

    aa Bunbun Gay sex slave

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    Did you use obsolete? EYE RAPE TIME…………………………….No offense, layout is nice though
     
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  4. Dr. Sasha

    Dr. Sasha L4: Comfortable Member

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    Place some lights down or a light enviroment to fix the fullbright textures.

    Light, or at least temporary lighting before texturing, that's what I do.

    If this was played on a map, the fullbright would transfer to the next map too, and everyone would be affected. Not fun.

    LIghting aside, the map looks like it could be fun, but it looks a bit too open.

    Good job so far, though
     
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  5. Sniggyfigbat

    Sniggyfigbat L1: Registered

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    Ah, how do you suggest I best do that? I admit, lighting is kinda my weakness. Is there a specific entity I should use to just make sure everything's lit well enough to see?
     
  6. Doktor Richter

    Doktor Richter L3: Member

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    First, put down a light_environment entity down anywhere in the map, and set its pitch to something around -60 or -80. That makes the sun shine down on your map to light up outdoor areas.

    For indoor areas, use the light entity. A lot. Anywhere indoors or in the shade, use light entities to light up. If you open up a light entity, you'll see, under Brightness, four numbers (255 255 255 200). The first three affect the light color, so don't mess with them for temp lighting. The fourth is the actual brightness, so turn that up as much as you need on each light entity and put down a bunch of them to light up indoor areas sufficiently.

    That should do for temporary lighting.
     
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  7. Sniggyfigbat

    Sniggyfigbat L1: Registered

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    First update, from backup 9 to backup 11. See the changelog for more details; tomorrow I'll deal with the lighting. Now I'm going to bed, though.
     
  8. HQDefault

    aa HQDefault ...what

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    All I could think of when I read the title was: "Is this a centri-fudge?"
    But in all seriousness, this is pretty good for your first official release. But personally, I would've fixed the lighting before I uploaded.
     
  9. Sniggyfigbat

    Sniggyfigbat L1: Registered

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    Second update, from backup 11 to backup 12. I've got some lighting in; I'm very pleased with the result.
     
  10. HQDefault

    aa HQDefault ...what

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    Umm... how do I run a bz2?
     
  11. Doktor Richter

    Doktor Richter L3: Member

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    A bz2 is a compressed folder containing the .bsp. You have to open it with a decompression program like 7zip and get the .bsp out.
     
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  12. HQDefault

    aa HQDefault ...what

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    Anyway, with that outta the way, it seems like the layout of your map is far too defense-oriented. The access points to the enemy's base are all very narrow, and for crying out loud, you have a ledge looking over the intel. It's worse than 2fort. Also, some rooms are overlit. Might I recommend increasing the width of your doorways, and putting the intel room level with the rest of the map. This will make the map more straight forward, and not too easy to defend. The outdoor bit looks fantastic, though! Kinda reminds me of nucleus. Build off that design, and you should be golden!
     
  13. Sniggyfigbat

    Sniggyfigbat L1: Registered

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    Third update, from backup 12 to backup 15. I've done a whole slew of bug-fixing and tweaks, I'm now declaring the map officially in beta. I need some testing, damn it!
     
  14. Sniggyfigbat

    Sniggyfigbat L1: Registered

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