Cp_2back

Discussion in 'WIP (Work in Progress)' started by stubby, Aug 13, 2008.

  1. stubby

    stubby L1: Registered

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    yo this is my first post here.

    im working on a map for some of my clan bros'

    so far i have something around 1/5 the map done. and its looking good.

    Spawnroom.
    [​IMG]
    [​IMG]

    Hallway going to Capture point 1
    [​IMG]

    Outdoor section going to cap point 1(need skybox)
    [​IMG]
    [​IMG]
    [​IMG]

    And a bit of indoor's going to cap point one.
    (needs a load of deatail work.)
    [​IMG]
    [​IMG]


    C&C
     
  2. Chilly

    Chilly L6: Sharp Member

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    Looking very good so far. Do you have an overview of the map's layout or are you just planning it as you map? Is this a linear CP map like Well/Granary/Badlands, an A/D map, or something else?
     
  3. stubby

    stubby L1: Registered

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    I am going as i map.

    and it will consist of 2 routes.

    the first one (the one ive shown already, is quite linear.)

    the second one im probably gonna add some more variation.
     
  4. luxatile

    aa luxatile deer

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    Looks really good, you have some great attention to detail. It would be great to see an overview of the map, yeah, or at least get a little more info.
     
  5. Laz

    Laz L7: Fancy Member

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    nice detailing :) some hallways look a bit crammed, I hope you'll have some areas a bit more open, and nmot fall into the trap of just connecting hallways with hallways.

    but anyways, very nice! is this your first map?

    also you seem to be using light entities, try using light_spot entities, and make the outer radios quite big. makes for a lot nicer lighting.
     
    Last edited: Aug 14, 2008
  6. stubby

    stubby L1: Registered

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    i use a combonation of light and light_spot.
    but i do think i need do get ride of the light entity in certain spots.

    it is a wip after all :D
     
  7. oxy

    oxy L5: Dapper Member

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    Those spawn rooms are looking great. I also would like to see a overhead, even if it is just a sketch.
     
  8. stubby

    stubby L1: Registered

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    [​IMG]

    This is thine Requested layout.

    Ive Done a TON of detail work.

    And side one is finished,

    Its now time for Side 2,

    Side 1's bigger(more outdoorsy) brother
     
  9. stubby

    stubby L1: Registered

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    man ive spent about 5-6 hours on the second side with nothing to show for it.

    ive got a case of the mappers block.

    any ideas on what i should do?
     
  10. Noggin

    Noggin L5: Dapper Member

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    Let people have a play around in it, youll get better suggestions then.
     
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Your hallways are lit very nicely, though you do need light_spots in your spawn room really, you have nasty bloom on your walls there.

    I suggest making that ramp a little thinner, but not too much thinner. It's thickness makes it seem rather "noob-ish" as ammateur mappers tend to get a little scared to go beyond 16/32 units, and it really shows ingame (compared to valve maps). Most other things are spot on though.

    I don't think the hallways are packed, that's a good balance of cover imo. Though you don't need to fill every alcove with props.

    Make that blue arrow smaller, 1/2 the size should be fine.

    I don't think you need the barbed wire ontop of the concrete building.

    The sink looks out of place, i say use a different prop.

    Also you might consider using a coloured patch instead of the hazard strip under your health and ammo kits.

    "Bevel" (i think that's the right word) your trims on the ceiling in spawn. Also add a trim between your floor and grate brush's.

    Looking very good.
     
    • Thanks Thanks x 1
  12. stubby

    stubby L1: Registered

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    Thanks bro.
    Ill try to tackel what you suggested.

    I think im gonna finalize this side of the map 100% And include it in the playtest weekend.

    And then work on the other half.

    good idea?
     
  13. laghlagh

    laghlagh L6: Sharp Member

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    Looking good visually, looking forward to it.
     
  14. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    As long as this section of the map has workable gameplay (working cp's/flag) then there's no reason why you shouldn't include it in a playtest weekend. :)
     
  15. stubby

    stubby L1: Registered

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    that gamplay if fully done bro.

    it will be cramped tho. only having one side to attack will be a gorefest.

    Hopefully, a fun gorefest :p

    and its included. it should be the prettiest map outa everybodys.

    wait till you see the final point. its a beauty.