ctf_boardwalk_a1

Discussion in 'WIP (Work in Progress)' started by nova, Feb 27, 2009.

  1. nova

    nova L1: Registered

    Messages:
    16
    Positive Ratings:
    0
    [WIP] ctf_boardwalk_a2 (updated)

    ctf_boardwalk_a2

    Alpha 2 is out!

    Download: http://forums.tf2maps.net/downloads.php?do=file&id=1106
    FPSBananaPage: http://www.fpsbanana.com/maps/82216

    Fixed:

    • Some of the giant cliffs have been changed.
    • More signs to the intel to stop confusion.
    • A few crates have been added to help with getting to the top of the boardwalk from different ways.
    • Small tool tweaks.
    • Fixed bug that would make the intel drop when hugging one of the walls

    __________________________________


    This my very first map, in fact my very first time using Hammer, so therefore it has a lot of bugs and errors that I am slowly learning how to fix before then fixing them :)

    The idea behind the map when I first started off was to create a ctf map which had a natural gameplay flow in one direction so the intel runs would have to travel round the majority of the enemies base. I did not wish for this to be forced in any way, but rather the layout of the base would be easier to attack one way round for the attackers (and easier to defend one way round for the defenders). I also wanted it to be possible for any class to be able to be used to their full potential while keeping the map balanced with no class having an unfair advantage.

    As I mentioned this is my first map so any advice, criticisms or tips would be greatly appreciated. Please inform me of any correctable mistakes that I have made so that I can correct them and please inform me of any uncorrectable mistakes so I won't make them again next time :p. Thanks for reading this and for hopefully trying my map!

    Here is the map file on here:
    http://forums.tf2maps.net/downloads.php?do=file&id=1106

    Here is the link to the FPSBanana page:
    http://www.fpsbanana.com/maps/82216

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Mar 10, 2009
  2. Dustoxx

    Dustoxx L6: Sharp Member

    Messages:
    304
    Positive Ratings:
    40
    Looks great for the first time using hammer! You even got displacements and alpha painting. I'm impressed :)
     
  3. nova

    nova L1: Registered

    Messages:
    16
    Positive Ratings:
    0
    Thanks! :)
    I was literally thinking to myself "how did valve put this into their maps?" then I would look up a tutorial for it and I basically did that for everything. Making the map has been a real learning experience for me.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,535
    Ditto on Dustoxx's comment, I'm impressed at it for a first venture into mapping.

    The only thing that immediately sticks out to me from the screenshots is the cliff rock texture you used. Several people around here really hate it (I sorta dislike it) because the dark shadow patches are such extreme contrast and lend themselves to making the tiling more noticeable.
    However rather than picking a different rock to use, I think I'd actually suggest cutting down the cliffs to a lower height and learning some 3D skybox techniques. That way you can keep the texture you picked, reduce it's obviousnss, "open" up your map's feel, and add in what I think is the only thing you've overlooked in this otherwise nice looking map.

    It's nice to see someone doing CTF with the intent of trying to make it flow better, something I've been tossing ideas around for for some time.

    That's about all I can tell you from the screenshots... because your link is wrong :p It goes to the page here for Aerospace, not the FPSB page this. ;)
     
    • Thanks Thanks x 1
  5. nova

    nova L1: Registered

    Messages:
    16
    Positive Ratings:
    0
    That was delightfully stupid of me :p Thanks for pointing that out and for the tips, I will take note of what you said and get working on the next version!

    The link is fixed now as well.
     
  6. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

    Messages:
    502
    Positive Ratings:
    129
    Bloody imposter!
     
  7. nova

    nova L1: Registered

    Messages:
    16
    Positive Ratings:
    0
    Haha I wondered what you meant at first. Refer to me as black_gekko or n0v4 if it helps :p
     
  8. Acegikmo

    aa Acegikmo

    Messages:
    555
    Positive Ratings:
    491
    The cliff texture is fine as long as it isn't used on too large surfaces.
     
  9. nova

    nova L1: Registered

    Messages:
    16
    Positive Ratings:
    0
    Yeah, I'm getting rid of the massive slabs of rock on either side for the next version I think :)
     
  10. mtv22

    mtv22 L3: Member

    Messages:
    116
    Positive Ratings:
    22
    I've played this before, it was a great map, very detailed and a LOT of walkways. The only thing that wasn't great was getting from the bottom to the top, it seemed you have to go all the way to the back of your base to get there.
     
  11. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,823
    Positive Ratings:
    2,729
    Very detailed for an Alpha. At least, better than any Alpha I've tried to make.


    I'm going to go sit in the corner and slap myself for not ever getting a map to even _a1, now.
     
  12. nova

    nova L1: Registered

    Messages:
    16
    Positive Ratings:
    0
    Thanks! It was my intension to make it so that rocket jumping/pipe-bomb jumping onto the top gave those classes an advantage traded for the health lost, but I do think that it was a bit too much and the other classes needed to get up there a little easier from more towards the middle of the map. So in the current version (alpha 2), that has just been released I have placed some crates near the left hand side of the front of the bases so all classes can get up there easily if their team is controlling the middle-ground well. Thanks for the idea! :)