cp_urban_legend

CP cp_urban_legend a3a

WombatSauce

L3: Member
Dec 22, 2015
115
5
cp_urban_legend_a1 - A rotationaly symmetrical 5cp map set in a city

My First Map! :)

Hey guys,

I've just pumped out the first version of my 1st map. I would love some feedback! <3

About the map:
My map has a wide open mid, with spawns that don't move until you cap 2nd. Second takes a bit from cp_glassworks, but it's more flattened out with a flank behind it, and last, well I just kind of pulled that out of my butt.

Pictures:

Mid:
2016-02-26_00001.jpg

2016-02-27_00002.jpg

Second:
2016-02-26_00005.jpg


2016-02-26_00002.jpg

Last:
2016-02-26_00003.jpg

Overview:
2016-02-26_00007.jpg


2016-02-26_00001_zps21zdvlr1.jpg
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
Your map is insanely dark. Team Fortess maps are usually very bright, even if they play at night, especially in the playable area (check plr_pipeline or ctf_doublecross.)
Even without starting the map up, i can see that it will be close to impossible to differentiate between RED and BLU, or even see anything going on without raising the gamma significantly.
 

WombatSauce

L3: Member
Dec 22, 2015
115
5
Thanks! I thought that too, but when i went in game, i didn't think it was that bad. I don't know. do u raise gamma in light_enviroment settings?
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
Yes, you can increase the brightness of the light_enviroment. The maps i told you to look at also have big ights lighting up most of the playable area while keeping it dark outside. At least pipeline also has normal light entities which give additional light to important areas - but don't be to obvious with floating invisible light sources ;)
 

WombatSauce

L3: Member
Dec 22, 2015
115
5
ok, but the lights were just quick and dirty. do i need more than one light_enviroment?
 

Aeix

L3: Member
Feb 14, 2016
147
58
do i need more than one light_enviroment?
No, you don't need more than one light_enviroment.
Also think about ghost lights - lights that have no visible source - when doing lighting for this. They can be really helpfull for the ambience required in night time maps.
 

WombatSauce

L3: Member
Dec 22, 2015
115
5
Patch Notes:
  • Added a neat-o tower above mid
  • Fixed blu's forward spawn door not working
  • Added buildings to the walls around the 2nds and lasts
  • optimized
  • Improved lighting (brighter and better phantom lights)
  • increased the height of the mid buildings
  • fixed a clipping bug on the mid tower
  • fixed a clipping bug with the fence at 2nd
Side Note:
I want to make mid tower grey mann tower, but I don't know the name of the grey mann co overlay. Can someone tell me what it is?

Pretty Pictures of New Stuff:

2016-02-28_00001.jpg



2016-02-28_00007.jpg


Read the rest of this update entry...
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
Just from looking at the images i can see you havent fixed the major issues w the map, mainly the size and the lighting.

It's way too big and way too dark. Please, please fix that before adding too much more.
 

WombatSauce

L3: Member
Dec 22, 2015
115
5
If you go In game, you can see the lighting's fine. I agree it looks dark in the images. Idk why it looks weird in the images. And about size, I don't feel that either. Can you explain? The run times from last to mid are 13-18 seconds for all the paths. Thanks for the suggestion though. :)
After reading this over, it sounds salty af. It's not supposed to be that way Yrr.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
An easy example to cite for the size is that the sightlines across mid are longer than any map in the game. Take a look at the sizes of areas in official maps and compare them to yours, and look about shrinking yours down to similar sizes.

I think we'll be able to give you much better feedback once you've done that.
 

Inventorkid

L1: Registered
Oct 12, 2014
23
3
I really like this map, but I think the first think it's just too massive for its own good. I tried rolling out as Soldier with Gunboats a couple times, and it seems to take around half a minute. And around two clips of rockets. Imagine how long that could be for a Heavy without a GRU, or even with one!
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
I'd recommend shrinking everything, using a variety of reference maps, and your own judgement. It's your own map after all, I don't wanna just tell u what to do.
 

Inventorkid

L1: Registered
Oct 12, 2014
23
3
Looking at this map, Process comes to mind as the closest match. I like using the info_player_teamspawn entity (the spawnpoint and the default entity to be placed down when you place one down. It helps me visualize how a player in-game would look compared to the rest of the landscape.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
I like using the info_player_teamspawn entity (the spawnpoint and the default entity to be placed down when you place one down. It helps me visualize how a player in-game would look compared to the rest of the landscape.
The common one is to use the Heavy model, as the spawnpoint model is a bit small.
 

WombatSauce

L3: Member
Dec 22, 2015
115
5
ya ive been using soldier.mdl. btw, should i shrink the whole map, just the points, judt the walkways between, or do something else?