cp_mirror_industry

Discussion in 'WIP (Work in Progress)' started by Mick-a-nator, Mar 2, 2009.

  1. Mick-a-nator

    aa Mick-a-nator

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    gonna keep his short, need help with it. I lack final cp ideas gah!!!

    my first map, ever, ever, so forgive me if its really really bad.



    I like it though!:p
     
  2. Ceiling Man

    Ceiling Man L3: Member

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    Pretty nice, needs more lighting and detail though.

    Also, if this is a CP map, I suggest making it bigger if it's just that room.
     
  3. Bot190

    Bot190 L1: Registered

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    Defiantly needs more details. But becuase your just starting, and its your first map don't worry about them yet. I don't see any cp's... Try searching for factories or something like that and see what you get.
     
  4. Sgt Frag

    Sgt Frag L14: Epic Member

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    Hey, everyone started somewhere.

    I think the main thing here though is that you are caught in the 'box' mentality'.

    It happens to alot of people, you look at a blank area in Hammer and the first thing you make is a square. It's hard to envision something complex and detailed.
    Then you end up with a box.

    Some things that I think will help.

    1- pick a shape for a layout. Doesn't have to be complex but something that isn't a box. Even Granary to me is just a big box, sure you go through a few doors, wind around a few hallways, but in the end the outside of it is a big box. I hate that, it's so easy for me to see in game.

    Instead start with a U, a T, a figure 8 or an S. Something simple but not a square or rectangle. That'll help you optimize too.

    Lay down some walls from the top view to rough out that shape.

    Then add big blocks. I want a building here. Big block. Break up that large shape into small areas. run around in game and see if there are long views, short views, corners, hiding spots...
    add some ramps and balconies.. Then when you are pretty happy with the areas start turning the blocks into buildings with some rooms, doors, window and halls.

    When you are done it WONT look like a cube.
    -----------
    alot of people say don't release you first map. That might be harsh but sometimes you need to just play around a bit and get used to it. Figure out what you might be doing wrong, then start something new from scratch using what you've learned.
     
  5. Mick-a-nator

    aa Mick-a-nator

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    Thx everyone, just a few things, those pics are of two of four cp's in two different rooms. its hard to explain but from the spawn you enter a hallway thing that takes you up/down/forward to the 3 nearest cps (b,c, and the locked one you own). I did try to make a non-box shaped map and sort of failed, you are seeing two similar rooms with the same width and similar lengths. I will try and avoid this with my final 2 (end) cp's.

    Also I'm a perfectionist, so will tweak every step of the way (if possible), up until I release. Even then I will ask for feedback.
     
    Last edited: Mar 2, 2009
  6. Mick-a-nator

    aa Mick-a-nator

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    Let's clear this up.

    Here are a few pics to clear up the layout of my map.
     
  7. Ceiling Man

    Ceiling Man L3: Member

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    Getting better, but I noticed the hallways are a little too open, perfect for Snipers to get easy headshots.

    I suggest a few cover areas or alternate routes to escape from said Snipers.

    Also, I like how you are putting Easter Eggs (The Companion Cube) in the map, I love a map with Easter Eggs.
     
    Last edited: Mar 3, 2009
  8. Mick-a-nator

    aa Mick-a-nator

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    Thx, I tried to add some limited cover but tried to make it challenge for the snipers to kill without getting killed by enemy snipers, forcing players to play as a team and tactfully chose their class.

    (those companion cubes are physics object btw! and there is another easter egg, that secret on that layout pic)