ctf_Canyon

Discussion in 'Map Factory' started by DrAbacus, Aug 6, 2010.

  1. DrAbacus

    DrAbacus L1: Registered

    Messages:
    5
    Positive Ratings:
    2
    This is a map that I have just started making called Canyon. As suggested in the title its set in a canyon and the bases will be inside the canyon walls while the bridge will span the centre.

    I haven't figured out what is going to join the lower two passage ways yet, possibly just canyon floor or water.

    I aim to have a playable gray box version of it done by midweek.
     
    Last edited: Aug 8, 2010
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,692
    Looks interesting. Just make sure to add multiple middle routes to avoid stalemates (a la 2fort).
     
  3. HellJumper

    aa HellJumper

    Messages:
    812
    Positive Ratings:
    406
  4. DrAbacus

    DrAbacus L1: Registered

    Messages:
    5
    Positive Ratings:
    2
    Sorry, I'll try to get some screenshots up asap. I still need to fix a few things.
     
    • Thanks Thanks x 1
  5. DrAbacus

    DrAbacus L1: Registered

    Messages:
    5
    Positive Ratings:
    2
    Updated with a download.

    Its still in really early stages. I want to get the map layout good before adding in proper spawn points and what not.
     
    • Thanks Thanks x 1
  6. Ost

    Ost L2: Junior Member

    Messages:
    61
    Positive Ratings:
    32
    Good! No need to add lights either, they just complicate things. Oh, and don't bother with optimization at all, it isn't really needed nowadays seeing as everyone has much more powerful computers then when TF2 was released back in -07.
     
    • Thanks Thanks x 2
  7. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,774
    Positive Ratings:
    1,654
    this is sarcasm by the way. add a light_environment and copy some lighting if you have to from here: http://developer.valvesoftware.com/wiki/Sky_List (whichever skybox you use, add a light_environment with what it says is recommended). fullbright (maps without lights) are considered unplayable. you'll probably gonna have to add some "light" and "light_spot" entities too for indoor areas.

    optimization is very important too. i don't know much about it though. I've heard this link is a great help.