CP Cp_Cave A1

A straight-forward, underground themed 5cp map.

  1. Wheatley «ṽ⁞ẅ»

    Wheatley «ṽ⁞ẅ» L1: Registered

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    Cp_Cave - A straight-forward, underground themed 5cp map.

    I thought of this idea, drew it out on paper, and recreated it in hammer.
    it's a simple, 5-CP map based in the opening of a cave. Each base is symmetrical, and somewhat short.

    I would appreciate some help on prop placement / arrangement, better lighting, and particle systems, as I am new to hammer lol.
    I made this map what it is in one day.
     
  2. Nighttime71

    Nighttime71 L2: Junior Member

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    I see it's your first time here. I made a video describing my first thoughts of your map. Yeah it's like a notepad tutorial I know. It might be a little boring but be grateful for any feedback you can get.


    View: https://www.youtube.com/watch?v=bm2-jk6uOng&feature=youtu.be


    "Didn't pack the texture correctly" (0:24)

    "Feels like a cheap way to cut the sightline between mid and 2nd" (0:52)

    "Yeah all these points are straight lines away from each other" (1:56)

    "Mid is okay" (2:13)

    "But maybe a health pickup here would be nice" (2:19)

    "Oh I see you didn't clip here" (2:37)

    "Pfft dont remember the command but i know you didn't clip these stairs" (3:07)

    "Because if i jump i stop straight up" (3:25)

    "Put a playerclip or blockbullets textured ramp over these stairs" (3:41)

    "These areas are pretty cramped and there's only one real way to 2nd" (4:16)

    "If you used these walls for an extra route or something it would be good." (4:41)

    "I know you have vents but to the players it won't be that much better of a route" (5:03)

    "There seems to be a real lack of health and ammo pickups around the map in general" (5:42)

    "Maybe a health/ammo here would be good" (6:03)

    "Definitely here some ammo" (6:15)

    "Maybe use this space to make a route" (7:04)

    "That say..." (7:15)

    "Goes from here" (7:20)

    "Oh hey look health and ammo" (7:27)

    "Basically make a tunnel through there to here" (7:52)

    "All the points seem to be really small" (8:17)

    "Not sure if I'm a big fan of long vent systems like that but just leave em for now" (8:51)

    " Pretty much the highlight issue is that all the points are just a straight line from each other" (9:21)

    "With ONLY props to divide them" (9:43)

    "2 points being visible at once is not a good idea" (10:00)

    "Maybe turn the spawnroom areas to the last point" (10:35)

    "And push the spawnrooms back further" (10:45)

    "Because people will just ninja cap" (10:51)

    "Expand all the rooms holding the points (but i feel like mid is okay right now) (11:42)

    "I think this is all the feedback i have for now" (12:29)

    "This is like watching a notepad tutorial I know but you will want all the help you can get" (12:38)

    "Anyway bye" (12:53)
     
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  3. Nicky

    aa Nicky Lets try something new!

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    I wouldn't be surprised if another map has the name "cave" (maybe not on this site, but on other platforms). Also it doesn't sound very interesting. I would suggest changing the name of your map.
     
  4. Crowbar

    aa Crowbar perfektoberfest

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    The map has all 5 points on a straight line which would even be a sightline if there weren't these cheap props. You will probably need to redesign the layout, it's unacceptably simple.
     
  5. Wheatley «ṽ⁞ẅ»

    Wheatley «ṽ⁞ẅ» L1: Registered

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    xD yeah, I know, I made it in one day + it's my first map. I know it's a straight line, which none are, and it's too short.

    * I forgot to clip the stairs, I was going to.
    * I was also going to put a health pack under the bridge in mid - once again forgot to lol.

    If anyone wants to decompile it with vmex and post an example of what I could do to mega-improve it, feel free to :D (also toss out name suggestions? :3)
     
  6. Wheatley «ṽ⁞ẅ»

    Wheatley «ṽ⁞ẅ» L1: Registered

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    I'm gonna discard this map and work on something else, anyone who wants it can have it
     
  7. Diva Dan

    aa Diva Dan hello!

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    It's actually quite a great start for a first map, better than most and that's for sure! The scale of rooms seems okay-ish, but the scale of the map as a whole is insanely tiny. There's no large areas to have any decent combat in like a soldier fight or sniper duel. That, and the obvious "sight from across the map" criticism. You do have lots of good ideas going on though!

    Keep those things in mind when you work on your next map- I'm pretty sure everyone has abandoned their first project.
     
  8. Wheatley «ṽ⁞ẅ»

    Wheatley «ṽ⁞ẅ» L1: Registered

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    thanks lol, but as I said ima work on a different design, if anyone wants to take this, enlarge and rotate things, be my guest
     
  9. Diva Dan

    aa Diva Dan hello!

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    You read my post too soon :jimijam:. I added an extra comment at the end after I posted it, sorry.
     
  10. Wheatley «ṽ⁞ẅ»

    Wheatley «ṽ⁞ẅ» L1: Registered

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    I have a problem when it comes to scaling, (I either under-scale or over-scale normally), I use ABS's ultimate mapping pack for the playersize, and have watched all of UEAKCrash's videos on mapping multiple times. I also have a bit of ocd, which makes building weird geometry and landscape nearly impossible cuz it bugs me lol.
     
  11. Nicky

    aa Nicky Lets try something new!

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    To help with scaling, I would highly recommend doing this process, it has helped me out a lot:
    Build a small bit of your level, maybe just a room or a building or two, or a small bit of landscape. Then compile, and run around that small bit. Does it feel good? Does it feel like it's too big? Too small? If so, then try and fix that small bit, then compile again and check until you feel that it's just right. Then move on to another small bit. Rinse and repeat, and your scaling will improve over time. It's really helped me improve a lot. Yes it'll take more time, but you will have to put more time and effort to get good results.
     
  12. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Also compare how long it takes to get to places in your map to official maps. That has helped me out a lot.
     
  13. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

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    Or you can check this tutorial on scaling. And maybe place some prop_static heavys around to have a rough idea of how big the player is in the area you're mapping
     
  14. Wheatley «ṽ⁞ẅ»

    Wheatley «ṽ⁞ẅ» L1: Registered

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    the thing is, it takes my computer about 20 - 25 mins to compile and run a map, no matter how big / small. idk why, but it makes constant compiling a pain / hard because hammer sometimes crashes / computer sometimes crashes.
     
  15. Nicky

    aa Nicky Lets try something new!

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    Have you done any func_detailing? It will make your compile times much shorter. And also, the hammer compiler will appear to freeze even though it's actually just doing its job. I'd suggest using VBCT, which is a program that compiles maps. You could also use CompilePal, which compiles and packs maps, by I've never used that one.
     
  16. Sergis

    aa Sergis L666: ])oo]v[

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    remember that for a quick run around you dont need full vis and vrad, a fast compile or even skipping vis and rad will do if youre ok with the whole map being rendered fullbright
     
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  17. Wheatley «ṽ⁞ẅ»

    Wheatley «ṽ⁞ẅ» L1: Registered

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    if anything requires NetFrame 3.0 or w/e it is, I cant use it cuz my comp wont let me download it lol.. ill try some things out tho