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CP cp_trenchcanyon A1

Influenced by my love of the TFC map Rock 2

  1. MarblesXIII

    MarblesXIII L1: Registered

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    cp_trenchcanyon - Influenced by my love of the TFC map Rock 2

    This is my first attempt at a TF2 map. It is heavily influenced by my love of the TFC map Rock 2.

     
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    Last edited: Mar 9, 2016
  2. Nicky

    aa Nicky Rotten Tops

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    Very good for a first map! Keep in mind: you don't need to have a screenshot for every location for both teams, just one team is fine, as it's a lot less screenshots to scroll through. But the detailing is very well done for a first map, though if it's only alpha 1, I'd refrain from heavy detailing. There's a lot more info about that, but I'm on mobile and I typing is unconfortable, so I can explain it here.
     
  3. MarblesXIII

    MarblesXIII L1: Registered

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    I'll get rid of one set of them.


    EDIT:

    Got rid of the Identical Blue Screenshots
     
    Last edited: Mar 9, 2016
  4. LadyRaee

    LadyRaee CHEERFULLY SUICIDAL

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    Wow. What games have you been mapping for before? And honestly this looks closer to rc than a1.
     
  5. Uncuepa

    aa Uncuepa

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    name is a bit iffy, it's two nouns that mean almost the same thing

    like creekriver or treeforest
     
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  6. Yrr

    aa Yrr An Actual Deer

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    Did this see much testing before the artpass? It's really pretty and It'd be really disappointing if it plays bad and needs huge changes.
     
  7. MarblesXIII

    MarblesXIII L1: Registered

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    RayereSs:
    Years ago I did a few Quake Arena and UT2k4 maps. NWN Maps. HL Source SP Maps. Did one for America's Army. I ported Stuntman Ignition from the 360 to the PS2. Worked on a couple of Alien: Colonial Marines maps that never saw the light of day. Fixed a bunch of Borderlands bugs.

    Yeah to tell you the truth its more advanced than A1, but its the first time it has seen the outside of my PC and the first time I let anyone else even look at it. It is actual around iteration number 90 and I have been working on it off and on since November. I took a long break from Dec - Feb. Now I really want to play it with other people.

    Uncuepa:
    I just came up with that name last night. For the longest it was just called Paper (as in Paper beats Rock). I felt that was too arrogant so I went the simple descriptive route. Meaning I asked my 7 year old what he saw. He said, "The Grand Canon with those things in it." He pointed to my trenches. After I told him what they were he then said, "Then that's a Trench Canyon not a Grand Canyon." Name stuck in my head and there you go.
     
  8. MarblesXIII

    MarblesXIII L1: Registered

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    Yrr:
    No testing. Other than me running around and imagining what I would do and how I would play it. I never thought I was going to release it until one day I realized that I really wanted to play it with other people and I was no longer just scratching an itch.

    EDIT: I also worry that it will play like crap. I'm used to my maps being fun and looking like crap. I am not used to them playing like crap. I know that I need a pass with some player clip brushes and i need to smooth out the rockwall by the long outdoor stairs. The map is full of places you will get snagged if you run too close to the geometry. But I am worried about the overall flow. I think I have it, but you never know until you have many bodies bumping into each other being blown to bits whether it will work or not.
     
    Last edited: Mar 10, 2016
  9. hutty

    aa hutty

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    Judgeing from the screenshots there's nothing throwing red flags in terms of gameplay. I'm looking forward to playing it.
     
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  10. ProfHappycat

    ProfHappycat L3: Member

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    mmm i like the detailing, nice and simple
     
  11. Lovres

    Lovres Level -1: Prenatal Member

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    I had a run around the map and the map is really nice, However none of the steps have player collisions and so when you walk up steps it is very jittery, just use the :playerclip: texture and make steps a smooth ramp and people will appreciate that more. Also some of the walk-able displacement ramps on mid you get caught on and people will get mad on, you can see whats displacements can be walked on smoothly with the :dispwalk: option on the top bar. Lastly some of the windows and walls that you have inside the bases haven't been clipped so you need to use the player clip tool again and clip these so they are smooth to walk against, you can test this in game by walking along a wall and testing if its smooth. This will stop players from getting caught on corners and feel like they have been cheated death
     
  12. MaccyF

    aa MaccyF Notoriously Unreliable

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  13. MarblesXIII

    MarblesXIII L1: Registered

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    Lovres: Thanks for the tip

    MaccyF: Does BLock Bullets act like a player clip as well?
     
  14. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Blockbullets and invisible collide with both players, bullets and projectiles; while playerclip and clip only collide with players
     
  15. Yrr

    aa Yrr An Actual Deer

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    NOTE: blockbullets will cut vis by default and would need to be func_detailed, but i believe the current ABS resource pack upates it to function like playerclip as far as "not cutting vis" goes, where it can be left as a world brush
     
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