CP Canyon Base

Discussion in 'Map Factory' started by Shigetoshi, Sep 25, 2010.

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On a scale of 1-10, 1 being a box with a control point, 10 being Valve quality...

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  1. Shigetoshi

    Shigetoshi L1: Registered

    Messages:
    1
    Positive Ratings:
    0
    The map is dustbowl style, quite linear with 3 stages, 2 points per stage, blue on offense, red on defense.

    I don't have any valid screen shots (the current one is a filler to satisfy me changing the post), mainly because I can't open the format they're in when I take them and I know nothing about file conversion, if someone would please provide me with them?

    And please post constructive feed back, I only get to do testing every couple weeks.
     
    Last edited: Sep 25, 2010
  2. Drexer

    Drexer L2: Junior Member

    Messages:
    66
    Positive Ratings:
    39
    Use GIMP or Paint.net to transform TGA's into JPEG's or PNG's. Otherwise, open teh developer console and type "bind f5 jpeg" and take new screenshots.
     
  3. Attsy

    Attsy L3: Member

    Messages:
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    Also make sure to type jpeg_quality 100
    So its as best a quality as it can be.

    Also this is a very handy resource:
    http://developer.valvesoftware.com/wiki/How_To_Take_Screenshots

    So I ran through the level, a few things:

    Never use hl2 textures, half lifes art style is distinctly different and doesn't fit at all. Same with the hl2 sky (to change, go to: Map<MapProperites<Sky Name [heres the list with all the skys:http://developer.valvesoftware.com/wiki/Sky_List])

    Second, the map feels like a great big box with buildings, props, and other obstructions thrown in. Rather than one 4048x1024 wall use several, smaller, varied buildings/cliffs to make it more interesting. As it is boring and uninteresting to fight in.

    You also have alot of corridors in your map which dont work at all in tf2. Theres alot of close, tight, prop-spammed places especially near the final points.

    Lose some of the death pits, it was cool in lumberyard as well as nucleus but its getting played out. I could understand the gorge's but the spikes by the final point is about as unnecessary as it is annoying.

    Never copy things from Valve maps, I know its tempting but you don't learn anything that way. Use them as they are provided for, reference. Look at them and see how they made this look interesting or how they attracted your attention towards something.

    Finally try lowering the color value/brightness on your lights. The yellowish is very distracting and overwhelming. Also your displacements need alot of work. If your going to set your map in canyon, you'll need to smooth out those displacements, the spikes coming out of them look very unnatural.

    Don't stop working at it and youll eventually get it, just takes time.
     
    Last edited: Sep 25, 2010
  4. red_flame586

    red_flame586 L7: Fancy Member

    Messages:
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    Positive Ratings:
    108
    a bit of helpful advice, if you are going to try and attract people to download your map or help you, you need to get some screenshots. A lot of people who are on this forum don't have the time to download and play every single map so posting up screenshots will a help people give you quick tips on how to improve your map as well as, if it's good, make them want to download it.
     
  5. TheNeverman

    TheNeverman L1: Registered

    Messages:
    47
    Positive Ratings:
    3
    what he said...